skill.c 680 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. #define WATERBALL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  55. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  56. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  57. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  58. /**
  59. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  60. */
  61. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  62. struct skill_usave {
  63. uint16 skill_id, skill_lv;
  64. };
  65. struct s_skill_db skill_db[MAX_SKILL_DB];
  66. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  67. static unsigned short skill_produce_count;
  68. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  69. static unsigned short skill_arrow_count;
  70. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  71. unsigned short skill_abra_count;
  72. struct s_skill_improvise_db {
  73. uint16 skill_id;
  74. unsigned short per;//1-10000
  75. };
  76. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  77. static unsigned short skill_improvise_count;
  78. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  79. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  80. struct s_skill_changematerial_db {
  81. unsigned short nameid;
  82. unsigned short rate;
  83. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  84. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  85. };
  86. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  87. static unsigned short skill_changematerial_count;
  88. //Warlock
  89. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  90. unsigned short skill_spellbook_count;
  91. //Guillotine Cross
  92. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  93. unsigned short skill_magicmushroom_count;
  94. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  95. int firewall_unit_pos;
  96. int icewall_unit_pos;
  97. int earthstrain_unit_pos;
  98. int firerain_unit_pos;
  99. int wallofthorn_unit_pos;
  100. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  101. int overbrand_nounit_pos;
  102. int overbrand_brandish_nounit_pos;
  103. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  104. //early declaration
  105. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  106. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  107. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  108. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  109. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  110. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  111. //Since only mob-casted splash skills can hit ice-walls
  112. static inline int splash_target(struct block_list* bl) {
  113. #ifndef RENEWAL
  114. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  115. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  116. return BL_SKILL|BL_CHAR;
  117. #endif
  118. }
  119. /// Returns the id of the skill, or 0 if not found.
  120. int skill_name2id(const char* name) {
  121. if( name == NULL )
  122. return 0;
  123. return strdb_iget(skilldb_name2id, name);
  124. }
  125. /// Maps skill ids to skill db offsets.
  126. /// Returns the skill's array index, or 0 (Unknown Skill).
  127. int skill_get_index( uint16 skill_id ) {
  128. // avoid ranges reserved for mapping guild/homun/mercenary skills
  129. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  130. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  131. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  132. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  133. return 0;
  134. // map skill id to skill db index
  135. if( skill_id >= GD_SKILLBASE )
  136. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  137. else if( skill_id >= EL_SKILLBASE )
  138. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  139. else if( skill_id >= MC_SKILLBASE )
  140. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  141. else if( skill_id >= HM_SKILLBASE )
  142. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  143. // validate result
  144. if( !skill_id || skill_id >= MAX_SKILL_DB )
  145. return 0;
  146. return skill_id;
  147. }
  148. const char* skill_get_name( uint16 skill_id ) {
  149. return skill_db[skill_get_index(skill_id)].name;
  150. }
  151. const char* skill_get_desc( uint16 skill_id ) {
  152. return skill_db[skill_get_index(skill_id)].desc;
  153. }
  154. /// out of bounds error checking [celest]
  155. static void skill_chk(uint16 *skill_id) {
  156. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  157. }
  158. // checks/adjusts level
  159. static void skill_chk2(uint16 *skill_lv) {
  160. *skill_lv = (*skill_lv < 1) ? 1 : (*skill_lv > MAX_SKILL_LEVEL) ? MAX_SKILL_LEVEL : *skill_lv;
  161. }
  162. // checks/adjusts index. make sure we don't use negative index
  163. static void skill_chk3(int *idx) {
  164. if (*idx < 0) *idx = 0;
  165. }
  166. #define skill_get(var,id) { skill_chk(&id); if(!id) return 0; return var; }
  167. #define skill_get2(var,id,lv) { skill_chk(&id); if (!id) return 0; skill_chk2(&lv); return var; }
  168. #define skill_get3(var,id,x) { skill_chk(&id); if (!id) return 0; skill_chk3(&x); return var; }
  169. // Skill DB
  170. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
  171. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
  172. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  173. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
  174. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
  175. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  176. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  177. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  178. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  180. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  181. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  182. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  183. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
  184. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
  185. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_db[skill_id].inf3, skill_id); }
  186. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
  187. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  189. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  190. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  191. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id); }
  192. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
  193. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get3 (skill_db[skill_id].unit_id[flag], skill_id, flag); }
  194. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
  195. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  196. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
  197. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
  198. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
  199. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  200. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  201. #ifdef RENEWAL_CAST
  202. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  203. #endif
  204. // Skill requirements
  205. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp[skill_lv-1], skill_id, skill_lv); }
  206. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.mhp[skill_lv-1], skill_id, skill_lv); }
  207. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp[skill_lv-1], skill_id, skill_lv); }
  208. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp_rate[skill_lv-1], skill_id, skill_lv); }
  209. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp_rate[skill_lv-1], skill_id, skill_lv); }
  210. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.zeny[skill_lv-1], skill_id, skill_lv); }
  211. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.weapon, skill_id); }
  212. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.ammo, skill_id); }
  213. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.ammo_qty[skill_lv-1], skill_id, skill_lv); }
  214. int skill_get_state( uint16 skill_id ) { skill_get (skill_db[skill_id].require.state, skill_id); }
  215. //int skill_get_status( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.status[idx], skill_id, idx); }
  216. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_db[skill_id].require.status_count, skill_id); }
  217. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].require.spiritball[skill_lv-1], skill_id, skill_lv); }
  218. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.itemid[idx], skill_id, idx); }
  219. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.amount[idx], skill_id, idx); }
  220. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.eqItem[idx], skill_id, idx); }
  221. int skill_tree_get_max(uint16 skill_id, int b_class)
  222. {
  223. int i;
  224. b_class = pc_class2idx(b_class);
  225. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  226. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  227. return skill_tree[b_class][i].max;
  228. else
  229. return skill_get_max(skill_id);
  230. }
  231. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  232. int skill_attack_area(struct block_list *bl,va_list ap);
  233. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  234. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  235. int skill_greed(struct block_list *bl, va_list ap);
  236. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  237. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  238. static int skill_trap_splash(struct block_list *bl, va_list ap);
  239. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  240. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  241. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  242. static int skill_unit_effect(struct block_list *bl,va_list ap);
  243. static int skill_bind_trap(struct block_list *bl, va_list ap);
  244. int skill_get_casttype (uint16 skill_id) {
  245. int inf = skill_get_inf(skill_id);
  246. if (inf&(INF_GROUND_SKILL))
  247. return CAST_GROUND;
  248. if (inf&INF_SUPPORT_SKILL)
  249. return CAST_NODAMAGE;
  250. if (inf&INF_SELF_SKILL) {
  251. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  252. return CAST_DAMAGE; //Combo skill.
  253. return CAST_NODAMAGE;
  254. }
  255. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  256. return CAST_NODAMAGE;
  257. return CAST_DAMAGE;
  258. }
  259. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  260. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  261. int range, inf3=0;
  262. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  263. return 9; //Mobs have a range of 9 regardless of skill used.
  264. range = skill_get_range(skill_id, skill_lv);
  265. if( range < 0 ) {
  266. if( battle_config.use_weapon_skill_range&bl->type )
  267. return status_get_range(bl);
  268. range *=-1;
  269. }
  270. inf3 = skill_get_inf3(skill_id);
  271. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  272. if( bl->type == BL_PC ) {
  273. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  274. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  275. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  276. } else
  277. range += 10; //Assume level 10?
  278. }
  279. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  280. if( bl->type == BL_PC ) {
  281. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  282. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  283. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  284. }
  285. }
  286. if( !range && bl->type != BL_PC )
  287. return 9; // Enable non players to use self skills on others. [Skotlex]
  288. return range;
  289. }
  290. /**
  291. * Calculates heal value of skill's effect
  292. * @param src
  293. * @param target
  294. * @param skill_id
  295. * @param skill_lv
  296. * @param heal
  297. * @return modified heal value
  298. */
  299. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  300. int skill, hp = 0;
  301. struct map_session_data *sd = BL_CAST(BL_PC, src);
  302. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  303. struct status_change *sc, *tsc;
  304. sc = status_get_sc(src);
  305. tsc = status_get_sc(target);
  306. switch( skill_id ) {
  307. case BA_APPLEIDUN:
  308. #ifdef RENEWAL
  309. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  310. #else
  311. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  312. #endif
  313. if( sd )
  314. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  315. break;
  316. case PR_SANCTUARY:
  317. hp = (skill_lv>6)?777:skill_lv*100;
  318. break;
  319. case NPC_EVILLAND:
  320. hp = (skill_lv>6)?666:skill_lv*100;
  321. break;
  322. default:
  323. if (skill_lv >= battle_config.max_heal_lv)
  324. return battle_config.max_heal;
  325. #ifdef RENEWAL
  326. /**
  327. * Renewal Heal Formula
  328. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  329. */
  330. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  331. #else
  332. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  333. #endif
  334. if (skill_id == AB_HIGHNESSHEAL)
  335. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  336. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  337. hp += hp * skill * 2 / 100;
  338. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  339. hp += hp * skill * 2 / 100;
  340. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && sd->class_&JOBL_SUPER_NOVICE && sd->status.sex == 0 )
  341. hp *= 2;
  342. break;
  343. }
  344. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  345. hp >>= 1;
  346. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  347. hp += hp*skill/100;
  348. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  349. hp += hp*skill/100;
  350. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  351. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  352. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  353. if( tsc && tsc->count ) {
  354. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  355. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  356. if( heal && tsc->data[SC_DEATHHURT] )
  357. hp -= hp * 20/100;
  358. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  359. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  360. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  361. hp += hp / 10;
  362. }
  363. #ifdef RENEWAL
  364. // MATK part of the RE heal formula [malufett]
  365. // Note: in this part matk bonuses from items or skills are not applied
  366. switch( skill_id ) {
  367. case BA_APPLEIDUN: case PR_SANCTUARY:
  368. case NPC_EVILLAND: break;
  369. default:
  370. {
  371. struct status_data *status = status_get_status_data(src);
  372. int min, max;
  373. min = max = status_base_matk(status, status_get_lv(src));
  374. if( status->rhw.matk > 0 ){
  375. int wMatk, variance;
  376. wMatk = status->rhw.matk;
  377. variance = wMatk * status->rhw.wlv / 10;
  378. min += wMatk - variance;
  379. max += wMatk + variance;
  380. }
  381. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  382. min = max;
  383. if( sd && sd->right_weapon.overrefine > 0 ){
  384. min++;
  385. max += sd->right_weapon.overrefine - 1;
  386. }
  387. if(max > min)
  388. hp += min+rnd()%(max-min);
  389. else
  390. hp += min;
  391. }
  392. }
  393. #endif
  394. return hp;
  395. }
  396. /**
  397. * Making Plagiarism and Reproduce check their own function
  398. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  399. * @param sd: Player who will copy the skill
  400. * @param skill_id: Target skill
  401. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  402. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  403. */
  404. static char skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  405. uint16 idx = skill_get_index(skill_id);
  406. // Only copy skill that player doesn't have or the skill is old clone
  407. if (sd->status.skill[idx].id != 0 && sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED)
  408. return 0;
  409. // Check if the skill is copyable by class
  410. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  411. uint16 job_allowed = skill_db[idx].copyable.joballowed;
  412. while (1) {
  413. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  414. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  415. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  416. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  417. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  418. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  419. return 0;
  420. }
  421. }
  422. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  423. if (skill_db[idx].copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  424. return 1;
  425. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  426. if (skill_db[idx].copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  427. return 2;
  428. return 0;
  429. }
  430. /**
  431. * Check if the skill is ok to cast and when.
  432. * Done before check_condition_begin, requirement
  433. * @param skill_id: Skill ID that casted
  434. * @param sd: Player who casted
  435. * @return true: Skill cannot be used, false: otherwise
  436. * @author [MouseJstr]
  437. */
  438. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  439. {
  440. int16 idx,m;
  441. nullpo_retr(1,sd);
  442. m = sd->bl.m;
  443. idx = skill_get_index(skill_id);
  444. if (idx == 0)
  445. return true; // invalid skill id
  446. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  447. return false; // can do any damn thing they want
  448. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  449. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  450. if (map[m].flag.noskill)
  451. return true;
  452. // Epoque:
  453. // This code will compare the player's attack motion value which is influenced by ASPD before
  454. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  455. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  456. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  457. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  458. {// attempted to cast a skill before the attack motion has finished
  459. return true;
  460. }
  461. if (skill_blockpc_get(sd, skill_id) != -1){
  462. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  463. return true;
  464. }
  465. /**
  466. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  467. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  468. */
  469. if( sd->skillitem == skill_id )
  470. return false;
  471. // Check skill restrictions [Celest]
  472. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  473. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  474. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  475. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  476. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  477. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  478. return true;
  479. }
  480. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  481. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  482. switch (skill_id) {
  483. case AL_WARP:
  484. case RETURN_TO_ELDICASTES:
  485. case ALL_GUARDIAN_RECALL:
  486. case ECLAGE_RECALL:
  487. if(map[m].flag.nowarp) {
  488. clif_skill_teleportmessage(sd,0);
  489. return true;
  490. }
  491. return false;
  492. case AL_TELEPORT:
  493. case SC_FATALMENACE:
  494. case SC_DIMENSIONDOOR:
  495. case ALL_ODINS_RECALL:
  496. if(map[m].flag.noteleport) {
  497. clif_skill_teleportmessage(sd,0);
  498. return true;
  499. }
  500. return false; // gonna be checked in 'skill_castend_nodamage_id'
  501. case WE_CALLPARTNER:
  502. case WE_CALLPARENT:
  503. case WE_CALLBABY:
  504. if (map[m].flag.nomemo) {
  505. clif_skill_teleportmessage(sd,1);
  506. return true;
  507. }
  508. break;
  509. case MC_VENDING:
  510. case ALL_BUYING_STORE:
  511. if( map[sd->bl.m].flag.novending ) {
  512. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  514. return true;
  515. }
  516. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  517. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  518. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  519. return true;
  520. }
  521. if( npc_isnear(&sd->bl) ) {
  522. // uncomment to send msg_txt.
  523. //char output[150];
  524. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  525. //clif_displaymessage(sd->fd, output);
  526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  527. return true;
  528. }
  529. case MC_IDENTIFY:
  530. return false; // always allowed
  531. case WZ_ICEWALL:
  532. // noicewall flag [Valaris]
  533. if (map[m].flag.noicewall) {
  534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  535. return true;
  536. }
  537. break;
  538. case GC_DARKILLUSION:
  539. if( map_flag_gvg(m) ) {
  540. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  541. return true;
  542. }
  543. break;
  544. case GD_EMERGENCYCALL:
  545. case GD_ITEMEMERGENCYCALL:
  546. if (
  547. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  548. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  549. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  550. ) {
  551. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  552. return true;
  553. }
  554. break;
  555. case WM_SIRCLEOFNATURE:
  556. case WM_SOUND_OF_DESTRUCTION:
  557. case WM_LULLABY_DEEPSLEEP:
  558. case WM_SATURDAY_NIGHT_FEVER:
  559. if( !map_flag_vs(m) ) {
  560. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  561. return true;
  562. }
  563. break;
  564. }
  565. return false;
  566. }
  567. /**
  568. * Check if the homunculus skill is ok to be processed
  569. * After checking from Homunculus side, also check the master condition
  570. * @param skill_id: Skill ID that casted
  571. * @param hd: Homunculus who casted
  572. * @return true: Skill cannot be used, false: otherwise
  573. */
  574. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  575. {
  576. uint16 idx = skill_get_index(skill_id);
  577. nullpo_retr(1,hd);
  578. if (idx == 0)
  579. return true; // invalid skill id
  580. if (hd->blockskill[idx] > 0)
  581. return true;
  582. switch(skill_id) {
  583. case MH_LIGHT_OF_REGENE: //must be cordial
  584. if (hom_get_intimacy_grade(hd) != 4) {
  585. if (hd->master)
  586. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  587. return true;
  588. }
  589. break;
  590. case MH_GOLDENE_FERSE: //cant be used with angriff
  591. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  592. break;
  593. case MH_ANGRIFFS_MODUS:
  594. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  595. break;
  596. case MH_TINDER_BREAKER: //must be in grappling mode
  597. if(!&hd->sc
  598. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  599. || !hd->homunculus.spiritball) return true;
  600. break;
  601. case MH_SONIC_CRAW: //must be in fighting mode
  602. if(!&hd->sc
  603. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  604. || !hd->homunculus.spiritball) return true;
  605. break;
  606. case MH_SILVERVEIN_RUSH:
  607. if(!&hd->sc
  608. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  609. || hd->homunculus.spiritball < 2) return true;
  610. break;
  611. case MH_MIDNIGHT_FRENZY:
  612. if(!&hd->sc
  613. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  614. || !hd->homunculus.spiritball) return true;
  615. break;
  616. case MH_CBC:
  617. if(!&hd->sc
  618. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  619. || hd->homunculus.spiritball < 2) return true;
  620. break;
  621. case MH_EQC:
  622. if(!&hd->sc
  623. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  624. || hd->homunculus.spiritball < 3) return true;
  625. break;
  626. }
  627. //Use master's criteria.
  628. return skill_isNotOk(skill_id, hd->master);
  629. }
  630. /**
  631. * Check if the mercenary skill is ok to be processed
  632. * After checking from Homunculus side, also check the master condition
  633. * @param skill_id: Skill ID that casted
  634. * @param md: Mercenary who casted
  635. * @return true: Skill cannot be used, false: otherwise
  636. */
  637. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  638. {
  639. uint16 idx = skill_get_index(skill_id);
  640. nullpo_retr(1, md);
  641. if (!idx)
  642. return true; // Invalid Skill ID
  643. if (md->blockskill[idx] > 0)
  644. return true;
  645. return skill_isNotOk(skill_id, md->master);
  646. }
  647. /**
  648. * Check if the skill can be casted near NPC or not
  649. * @param src Object who casted
  650. * @param skill_id Skill ID that casted
  651. * @param skill_lv Skill Lv
  652. * @param pos_x Position x of the target
  653. * @param pos_y Position y of the target
  654. * @return true: Skill cannot be used, false: otherwise
  655. * @author [Cydh]
  656. */
  657. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  658. int inf;
  659. if (!src || !skill_get_index(skill_id))
  660. return false;
  661. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  662. return false;
  663. inf = skill_get_inf(skill_id);
  664. //if self skill
  665. if (inf&INF_SELF_SKILL) {
  666. pos_x = src->x;
  667. pos_y = src->y;
  668. }
  669. if (pos_x <= 0) pos_x = src->x;
  670. if (pos_y <= 0) pos_y = src->y;
  671. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  672. }
  673. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  674. {
  675. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  676. uint8 dir;
  677. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  678. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  679. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  680. }
  681. if (pos != -1) // simple single-definition layout
  682. return &skill_unit_layout[pos];
  683. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  684. if (skill_id == MG_FIREWALL)
  685. return &skill_unit_layout [firewall_unit_pos + dir];
  686. else if (skill_id == WZ_ICEWALL)
  687. return &skill_unit_layout [icewall_unit_pos + dir];
  688. else if( skill_id == WL_EARTHSTRAIN )
  689. return &skill_unit_layout [earthstrain_unit_pos + dir];
  690. else if( skill_id == RL_FIRE_RAIN )
  691. return &skill_unit_layout[firerain_unit_pos + dir];
  692. else if( skill_id == GN_WALLOFTHORN )
  693. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  694. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  695. return &skill_unit_layout[0]; // default 1x1 layout
  696. }
  697. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  698. {
  699. if( skill_id == LG_OVERBRAND )
  700. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  701. else if( skill_id == LG_OVERBRAND_BRANDISH )
  702. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  703. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  704. return &skill_nounit_layout[0];
  705. }
  706. /*==========================================
  707. * Add effect to skill when hit succesfully target
  708. *------------------------------------------*/
  709. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  710. {
  711. struct map_session_data *sd, *dstsd;
  712. struct mob_data *md, *dstmd;
  713. struct status_data *sstatus, *tstatus;
  714. struct status_change *sc, *tsc;
  715. enum sc_type status;
  716. int skill;
  717. int rate;
  718. int chorusbonus = 0;
  719. nullpo_ret(src);
  720. nullpo_ret(bl);
  721. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  722. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  723. return 0;
  724. sd = BL_CAST(BL_PC, src);
  725. md = BL_CAST(BL_MOB, src);
  726. dstsd = BL_CAST(BL_PC, bl);
  727. dstmd = BL_CAST(BL_MOB, bl);
  728. sc = status_get_sc(src);
  729. tsc = status_get_sc(bl);
  730. sstatus = status_get_status_data(src);
  731. tstatus = status_get_status_data(bl);
  732. if (!tsc) //skill additional effect is about adding effects to the target...
  733. //So if the target can't be inflicted with statuses, this is pointless.
  734. return 0;
  735. // Minstrel/Wanderer number check for chorus skills.
  736. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  737. if( sd && sd->status.party_id ) {
  738. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  739. if( chorusbonus > 7 )
  740. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  741. else if( chorusbonus > 2 )
  742. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  743. }
  744. if( sd )
  745. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  746. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  747. // Trigger status effects
  748. enum sc_type type;
  749. int i;
  750. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  751. rate = sd->addeff[i].rate;
  752. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  753. rate += sd->addeff[i].arrow_rate;
  754. if( !rate ) continue;
  755. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  756. // Trigger has attack type consideration.
  757. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  758. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  759. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  760. else
  761. continue;
  762. }
  763. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  764. // Trigger has range consideration.
  765. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  766. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  767. continue; //Range Failed.
  768. }
  769. type = sd->addeff[i].id;
  770. skill = skill_get_time2(status_sc2skill(type),7);
  771. if (sd->addeff[i].flag&ATF_TARGET)
  772. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  773. if (sd->addeff[i].flag&ATF_SELF)
  774. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  775. }
  776. }
  777. if( skill_id ) {
  778. // Trigger status effects on skills
  779. enum sc_type type;
  780. int i;
  781. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  782. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  783. continue;
  784. type = sd->addeff3[i].id;
  785. skill = skill_get_time2(status_sc2skill(type),7);
  786. if( sd->addeff3[i].target&ATF_TARGET )
  787. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  788. if( sd->addeff3[i].target&ATF_SELF )
  789. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  790. }
  791. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  792. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  793. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  794. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  795. clif_emotion(bl,E_OMG);
  796. }
  797. }
  798. }
  799. if( dmg_lv < ATK_DEF ) // no damage, return;
  800. return 0;
  801. switch(skill_id) {
  802. case 0:
  803. { // Normal attacks (no skill used)
  804. if( attack_type&BF_SKILL )
  805. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  806. if(sd) {
  807. // Automatic trigger of Blitz Beat
  808. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  809. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  810. rate=(sd->status.job_level+9)/10;
  811. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  812. }
  813. // Automatic trigger of Warg Strike [Jobbie]
  814. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  815. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  816. // Gank
  817. if(dstmd && sd->status.weapon != W_BOW &&
  818. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  819. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  820. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  821. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  822. else
  823. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  824. }
  825. // Chance to trigger Taekwon kicks [Dralnu]
  826. if(sc && !sc->data[SC_COMBO]) {
  827. if(sc->data[SC_READYSTORM] &&
  828. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  829. bl->id, 2, 0,
  830. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  831. ; //Stance triggered
  832. else if(sc->data[SC_READYDOWN] &&
  833. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  834. bl->id, 2, 0,
  835. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  836. ; //Stance triggered
  837. else if(sc->data[SC_READYTURN] &&
  838. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  839. bl->id, 2, 0,
  840. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  841. ; //Stance triggered
  842. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  843. rate = 20;
  844. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  845. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  846. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  847. }
  848. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  849. bl->id, 2, 0,
  850. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  851. ; //Stance triggered
  852. }
  853. }
  854. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  855. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  856. }
  857. if (sc) {
  858. struct status_change_entry *sce;
  859. // Enchant Poison gives a chance to poison attacked enemies
  860. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  861. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  862. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  863. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  864. if((sce=sc->data[SC_EDP]))
  865. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  866. skill_get_time2(ASC_EDP,sce->val1));
  867. }
  868. }
  869. break;
  870. case SM_BASH:
  871. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  872. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  873. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  874. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  875. }
  876. break;
  877. case MER_CRASH:
  878. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  879. break;
  880. case AS_VENOMKNIFE:
  881. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  882. skill_lv = pc_checkskill(sd, TF_POISON);
  883. case TF_POISON:
  884. case AS_SPLASHER:
  885. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  886. && sd && skill_id==TF_POISON
  887. )
  888. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  889. break;
  890. case AS_SONICBLOW:
  891. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  892. break;
  893. case WZ_FIREPILLAR:
  894. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  895. break;
  896. case MG_FROSTDIVER:
  897. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  898. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  899. break;
  900. case WZ_FROSTNOVA:
  901. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  902. break;
  903. case WZ_STORMGUST:
  904. // Storm Gust counter was dropped in renewal
  905. #ifdef RENEWAL
  906. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  907. #else
  908. //On third hit, there is a 150% to freeze the target
  909. if(tsc->sg_counter >= 3 &&
  910. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  911. tsc->sg_counter = 0;
  912. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  913. else if( tsc->sg_counter > 250 )
  914. tsc->sg_counter = 0;
  915. #endif
  916. break;
  917. case WZ_METEOR:
  918. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  919. break;
  920. case WZ_VERMILION:
  921. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  922. break;
  923. case HT_FREEZINGTRAP:
  924. case MA_FREEZINGTRAP:
  925. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  926. break;
  927. case HT_FLASHER:
  928. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  929. break;
  930. case HT_LANDMINE:
  931. case MA_LANDMINE:
  932. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  933. break;
  934. case HT_SHOCKWAVE:
  935. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  936. break;
  937. case HT_SANDMAN:
  938. case MA_SANDMAN:
  939. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  940. break;
  941. case TF_SPRINKLESAND:
  942. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  943. break;
  944. case TF_THROWSTONE:
  945. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  946. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  947. break;
  948. case NPC_DARKCROSS:
  949. case CR_HOLYCROSS:
  950. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  951. break;
  952. case CR_GRANDCROSS:
  953. case NPC_GRANDDARKNESS:
  954. //Chance to cause blind status vs demon and undead element, but not against players
  955. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  956. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  957. attack_type |= BF_WEAPON;
  958. break;
  959. case AM_ACIDTERROR:
  960. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  961. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  962. clif_emotion(bl,E_OMG);
  963. break;
  964. case AM_DEMONSTRATION:
  965. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  966. break;
  967. case CR_SHIELDCHARGE:
  968. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  969. break;
  970. case PA_PRESSURE:
  971. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  972. //Fall through
  973. case HW_GRAVITATION:
  974. //Pressure and Gravitation can trigger physical autospells
  975. attack_type |= BF_NORMAL;
  976. attack_type |= BF_WEAPON;
  977. break;
  978. case RG_RAID:
  979. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  980. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  981. #ifdef RENEWAL
  982. sc_start(src,bl,SC_RAID,100,7,5000);
  983. break;
  984. case RG_BACKSTAP:
  985. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  986. #endif
  987. break;
  988. case BA_FROSTJOKER:
  989. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  990. break;
  991. case DC_SCREAM:
  992. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  993. break;
  994. case BD_LULLABY:
  995. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  996. break;
  997. case DC_UGLYDANCE:
  998. rate = 5+5*skill_lv;
  999. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1000. rate += 5+skill;
  1001. status_zap(bl, 0, rate);
  1002. break;
  1003. case SL_STUN:
  1004. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1005. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1006. break;
  1007. case NPC_PETRIFYATTACK:
  1008. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1009. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1010. skill_get_time2(skill_id,skill_lv));
  1011. break;
  1012. case NPC_CURSEATTACK:
  1013. case NPC_SLEEPATTACK:
  1014. case NPC_BLINDATTACK:
  1015. case NPC_POISON:
  1016. case NPC_SILENCEATTACK:
  1017. case NPC_STUNATTACK:
  1018. case NPC_HELLPOWER:
  1019. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1020. break;
  1021. case NPC_ACIDBREATH:
  1022. case NPC_ICEBREATH:
  1023. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1024. break;
  1025. case NPC_BLEEDING:
  1026. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1027. break;
  1028. case NPC_MENTALBREAKER:
  1029. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1030. //equal to Matk*skLevel.
  1031. rate = sstatus->matk_min;
  1032. if (rate < sstatus->matk_max)
  1033. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1034. rate*=skill_lv;
  1035. status_zap(bl, 0, rate);
  1036. break;
  1037. }
  1038. // Equipment breaking monster skills [Celest]
  1039. case NPC_WEAPONBRAKER:
  1040. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1041. break;
  1042. case NPC_ARMORBRAKE:
  1043. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1044. break;
  1045. case NPC_HELMBRAKE:
  1046. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1047. break;
  1048. case NPC_SHIELDBRAKE:
  1049. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1050. break;
  1051. case CH_TIGERFIST:
  1052. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1053. break;
  1054. case LK_SPIRALPIERCE:
  1055. case ML_SPIRALPIERCE:
  1056. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1057. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1058. break;
  1059. case ST_REJECTSWORD:
  1060. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1061. break;
  1062. case PF_FOGWALL:
  1063. if (src != bl && !tsc->data[SC_DELUGE])
  1064. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1065. break;
  1066. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1067. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1068. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1069. break;
  1070. case LK_JOINTBEAT:
  1071. status = status_skill2sc(skill_id);
  1072. if (tsc->jb_flag) {
  1073. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1074. tsc->jb_flag = 0;
  1075. }
  1076. break;
  1077. case ASC_METEORASSAULT:
  1078. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1079. switch(rnd()%3) {
  1080. case 0:
  1081. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1082. break;
  1083. case 1:
  1084. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1085. break;
  1086. default:
  1087. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1088. }
  1089. break;
  1090. case HW_NAPALMVULCAN:
  1091. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1092. break;
  1093. case WS_CARTTERMINATION: // Cart termination
  1094. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1095. break;
  1096. case CR_ACIDDEMONSTRATION:
  1097. case GN_FIRE_EXPANSION_ACID:
  1098. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1099. break;
  1100. case TK_DOWNKICK:
  1101. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1102. break;
  1103. case TK_JUMPKICK:
  1104. // debuff the following statuses
  1105. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1106. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1107. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1108. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1109. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1110. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1111. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1112. }
  1113. break;
  1114. case TK_TURNKICK:
  1115. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1116. if(attack_type&BF_MISC) //70% base stun chance...
  1117. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1118. break;
  1119. case GS_BULLSEYE: //0.1% coma rate.
  1120. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1121. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1122. break;
  1123. case GS_PIERCINGSHOT:
  1124. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1125. break;
  1126. case NJ_HYOUSYOURAKU:
  1127. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1128. break;
  1129. case GS_FLING:
  1130. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1131. break;
  1132. case GS_DISARM:
  1133. rate = 3*skill_lv;
  1134. if (sstatus->dex > tstatus->dex)
  1135. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1136. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1137. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1138. break;
  1139. case NPC_EVILLAND:
  1140. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1141. break;
  1142. case NPC_HELLJUDGEMENT:
  1143. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1144. break;
  1145. case NPC_CRITICALWOUND:
  1146. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1147. break;
  1148. case RK_WINDCUTTER:
  1149. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1150. break;
  1151. case RK_DRAGONBREATH:
  1152. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1153. break;
  1154. case RK_DRAGONBREATH_WATER:
  1155. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1156. break;
  1157. case AB_ADORAMUS:
  1158. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1159. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1160. break;
  1161. case WL_CRIMSONROCK:
  1162. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1163. break;
  1164. case WL_COMET:
  1165. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1166. break;
  1167. case WL_EARTHSTRAIN:
  1168. {
  1169. int i;
  1170. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1171. for( i = 0; i < skill_lv; i++ )
  1172. skill_strip_equip(src,bl,pos[i],5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1173. }
  1174. break;
  1175. case WL_JACKFROST:
  1176. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1177. break;
  1178. case RA_WUGBITE: {
  1179. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1180. if (wug_rate < 50)
  1181. wug_rate = 50;
  1182. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1183. }
  1184. break;
  1185. case RA_SENSITIVEKEEN:
  1186. if( rnd()%100 < 8 * skill_lv )
  1187. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1188. break;
  1189. case RA_FIRINGTRAP:
  1190. case RA_ICEBOUNDTRAP:
  1191. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 50 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1192. break;
  1193. case NC_PILEBUNKER:
  1194. if( rnd()%100 < 25 + 15*skill_lv ) {
  1195. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1196. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1197. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1198. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1199. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1200. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1201. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1202. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1203. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1204. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1205. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1206. }
  1207. break;
  1208. case NC_FLAMELAUNCHER:
  1209. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1210. break;
  1211. case NC_COLDSLOWER:
  1212. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1213. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1214. break;
  1215. case NC_POWERSWING:
  1216. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1217. if( rnd()%100 < 5*skill_lv )
  1218. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1219. break;
  1220. case GC_WEAPONCRUSH:
  1221. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1222. break;
  1223. case LG_SHIELDPRESS:
  1224. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1225. break;
  1226. case LG_PINPOINTATTACK:
  1227. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1228. switch( skill_lv ) {
  1229. case 1:
  1230. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1231. break;
  1232. case 2:
  1233. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1234. break;
  1235. case 3:
  1236. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1237. break;
  1238. case 4:
  1239. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1240. break;
  1241. case 5:
  1242. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1243. break;
  1244. }
  1245. break;
  1246. case LG_MOONSLASHER:
  1247. rate = 32 + 8 * skill_lv;
  1248. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1249. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1250. else if( dstmd && !is_boss(bl) )
  1251. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1252. break;
  1253. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1254. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1255. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1256. break;
  1257. case LG_EARTHDRIVE:
  1258. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1259. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1260. break;
  1261. case LG_HESPERUSLIT:
  1262. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1263. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1264. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1265. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1266. break;
  1267. case SR_DRAGONCOMBO:
  1268. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1269. break;
  1270. case SR_FALLENEMPIRE:
  1271. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1272. break;
  1273. case SR_WINDMILL:
  1274. if( dstsd )
  1275. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1276. else if( dstmd && !is_boss(bl) )
  1277. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1278. break;
  1279. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1280. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1281. break;
  1282. case SR_EARTHSHAKER:
  1283. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1284. break;
  1285. case SR_HOWLINGOFLION:
  1286. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1287. break;
  1288. case WM_SOUND_OF_DESTRUCTION:
  1289. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1290. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1291. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1292. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1293. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1294. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1295. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1296. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1297. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1298. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1299. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1300. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1301. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1302. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1303. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1304. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1305. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1306. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1307. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1308. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1309. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1310. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1311. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1312. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1313. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1314. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1315. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1316. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1317. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1318. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1319. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1320. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1321. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1322. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1323. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1324. }
  1325. break;
  1326. case SO_EARTHGRAVE:
  1327. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1328. break;
  1329. case SO_DIAMONDDUST:
  1330. rate = 5 + 5 * skill_lv;
  1331. if( sc && sc->data[SC_COOLER_OPTION] )
  1332. rate += (sd ? sd->status.job_level / 5 : 0);
  1333. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1334. break;
  1335. case SO_VARETYR_SPEAR:
  1336. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1337. break;
  1338. case GN_SLINGITEM_RANGEMELEEATK:
  1339. if( sd ) {
  1340. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1341. case ITEMID_COCONUT_BOMB:
  1342. sc_start(src,bl, SC_STUN, 100, skill_lv, 10000);
  1343. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, 10000);
  1344. break;
  1345. case ITEMID_MELON_BOMB:
  1346. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, 60000);
  1347. break;
  1348. case ITEMID_BANANA_BOMB:
  1349. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 60000);
  1350. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, sd->status.job_level + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status_get_lv(bl) + status_get_lv(src), skill_lv, 3000);
  1351. break;
  1352. }
  1353. sd->itemid = -1;
  1354. }
  1355. break;
  1356. case GN_HELLS_PLANT_ATK:
  1357. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1358. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1359. break;
  1360. case EL_WIND_SLASH: // Non confirmed rate.
  1361. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1362. break;
  1363. case EL_STONE_HAMMER:
  1364. rate = 10 * skill_lv;
  1365. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1366. break;
  1367. case EL_ROCK_CRUSHER:
  1368. case EL_ROCK_CRUSHER_ATK:
  1369. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1370. break;
  1371. case EL_TYPOON_MIS:
  1372. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1373. break;
  1374. case KO_JYUMONJIKIRI:
  1375. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1376. break;
  1377. case KO_SETSUDAN:
  1378. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1379. break;
  1380. case KO_MAKIBISHI:
  1381. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1382. break;
  1383. case MH_LAVA_SLIDE:
  1384. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1385. break;
  1386. case MH_STAHL_HORN:
  1387. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1388. break;
  1389. case MH_NEEDLE_OF_PARALYZE:
  1390. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1391. break;
  1392. case MH_SILVERVEIN_RUSH:
  1393. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1394. break;
  1395. case MH_MIDNIGHT_FRENZY:
  1396. {
  1397. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1398. int spiritball = (hd?hd->homunculus.spiritball:1);
  1399. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1400. }
  1401. break;
  1402. case MH_XENO_SLASHER:
  1403. sc_start4(src,bl,SC_BLEEDING,10 * skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1404. break;
  1405. case WL_HELLINFERNO:
  1406. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1407. break;
  1408. case NC_MAGMA_ERUPTION:
  1409. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1410. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1411. break;
  1412. case GC_DARKCROW:
  1413. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1414. break;
  1415. case GN_ILLUSIONDOPING:
  1416. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1417. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1418. break;
  1419. case RL_MASS_SPIRAL:
  1420. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1421. break;
  1422. case RL_SLUGSHOT:
  1423. if (bl->type != BL_PC)
  1424. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1425. break;
  1426. case RL_BANISHING_BUSTER:
  1427. {
  1428. //kRO update 2014-02-12. 100% chance to remove random buff(s) (1/2/3/4/5)
  1429. //TODO:
  1430. //- Confirm the removeable buffs. I'm using SA_DISPEL behavior
  1431. //- Make this removes 'random' buffs
  1432. uint16 i, n = skill_lv;
  1433. if (!tsc || !tsc->count)
  1434. break;
  1435. if (status_isimmune(bl))
  1436. break;
  1437. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1438. if (sd)
  1439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1440. break;
  1441. }
  1442. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1443. if (!tsc->data[i])
  1444. continue;
  1445. switch (i) {
  1446. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1447. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1448. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1449. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1450. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1451. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1452. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1453. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  1454. case SC_EDP: case SC_AUTOBERSERK:
  1455. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1456. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1457. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1458. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1459. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1460. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1461. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1462. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1463. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1464. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1465. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1466. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1467. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1468. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1469. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1470. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1471. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  1472. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1473. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  1474. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  1475. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  1476. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  1477. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  1478. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  1479. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  1480. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1481. case SC_HAWKEYES: case SC_PUSH_CART:
  1482. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  1483. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  1484. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  1485. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  1486. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  1487. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  1488. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  1489. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1490. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  1491. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  1492. case SC_H_MINE: case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  1493. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1494. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  1495. #ifdef RENEWAL
  1496. case SC_EXTREMITYFIST2:
  1497. #endif
  1498. continue;
  1499. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1500. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1501. case SC_FORTUNE: case SC_SERVICE4U:
  1502. if(tsc->data[i]->val4==0)
  1503. continue; //if in song-area don't end it
  1504. break;
  1505. case SC_ASSUMPTIO:
  1506. if( bl->type == BL_MOB )
  1507. continue;
  1508. break;
  1509. }
  1510. if (i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  1511. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  1512. n--;
  1513. }
  1514. //Remove bonus_script by Banishing Buster
  1515. if (dstsd)
  1516. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1517. }
  1518. break;
  1519. case RL_S_STORM:
  1520. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1521. {
  1522. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1523. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1524. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1525. BCT_ENEMY);
  1526. }
  1527. break;
  1528. case RL_AM_BLAST:
  1529. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1530. break;
  1531. case RL_HAMMER_OF_GOD:
  1532. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1533. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1534. break;
  1535. } //end switch skill_id
  1536. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1537. { //Pass heritage to Master for status causing effects. [Skotlex]
  1538. sd = map_id2sd(md->master_id);
  1539. src = sd?&sd->bl:src;
  1540. }
  1541. if( attack_type&BF_WEAPON )
  1542. { // Coma, Breaking Equipment
  1543. if( sd && sd->special_state.bonus_coma )
  1544. {
  1545. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1546. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1547. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1548. if (rate)
  1549. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1550. }
  1551. if( sd && battle_config.equip_self_break_rate )
  1552. { // Self weapon breaking
  1553. rate = battle_config.equip_natural_break_rate;
  1554. if( sc )
  1555. {
  1556. if(sc->data[SC_GIANTGROWTH])
  1557. rate += 10;
  1558. if(sc->data[SC_OVERTHRUST])
  1559. rate += 10;
  1560. if(sc->data[SC_MAXOVERTHRUST])
  1561. rate += 10;
  1562. }
  1563. if( rate )
  1564. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1565. }
  1566. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1567. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1568. // Target weapon breaking
  1569. rate = 0;
  1570. if( sd )
  1571. rate += sd->bonus.break_weapon_rate;
  1572. if( sc && sc->data[SC_MELTDOWN] )
  1573. rate += sc->data[SC_MELTDOWN]->val2;
  1574. if( rate )
  1575. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1576. // Target armor breaking
  1577. rate = 0;
  1578. if( sd )
  1579. rate += sd->bonus.break_armor_rate;
  1580. if( sc && sc->data[SC_MELTDOWN] )
  1581. rate += sc->data[SC_MELTDOWN]->val3;
  1582. if( rate )
  1583. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1584. }
  1585. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1586. if (sd->def_set_race[tstatus->race].rate)
  1587. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1588. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1589. if (sd->def_set_race[tstatus->race].rate)
  1590. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1591. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1592. }
  1593. }
  1594. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1595. struct unit_data *ud = unit_bl2ud(src);
  1596. if( sc->data[SC_WILD_STORM_OPTION] )
  1597. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1598. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1599. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1600. else if( sc->data[SC_TROPIC_OPTION] )
  1601. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1602. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1603. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1604. else
  1605. skill = 0;
  1606. if ( rnd()%100 < 25 && skill ){
  1607. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1608. if (ud) {
  1609. rate = skill_delayfix(src, skill, skill_lv);
  1610. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1611. ud->canact_tick = tick+rate;
  1612. if ( battle_config.display_status_timers )
  1613. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1614. }
  1615. }
  1616. }
  1617. }
  1618. // Autospell when attacking
  1619. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1620. {
  1621. struct block_list *tbl;
  1622. struct unit_data *ud;
  1623. int i, autospl_skill_lv, type;
  1624. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1625. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1626. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1627. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1628. continue; // one or more trigger conditions were not fulfilled
  1629. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1630. sd->state.autocast = 1;
  1631. if ( skill_isNotOk(skill, sd) )
  1632. continue;
  1633. sd->state.autocast = 0;
  1634. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1635. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1636. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1637. if (rnd()%1000 >= rate)
  1638. continue;
  1639. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1640. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1641. int maxcount = 0;
  1642. if( !(BL_PC&battle_config.skill_reiteration) &&
  1643. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1644. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1645. )
  1646. continue;
  1647. if( BL_PC&battle_config.skill_nofootset &&
  1648. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1649. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1650. )
  1651. continue;
  1652. if( BL_PC&battle_config.land_skill_limit &&
  1653. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1654. ) {
  1655. int v;
  1656. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1657. if(sd->ud.skillunit[v]->skill_id == skill)
  1658. maxcount--;
  1659. }
  1660. if( maxcount == 0 )
  1661. continue;
  1662. }
  1663. }
  1664. if( battle_config.autospell_check_range &&
  1665. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1666. continue;
  1667. if (skill == AS_SONICBLOW)
  1668. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1669. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1670. type = CAST_GROUND;
  1671. sd->state.autocast = 1;
  1672. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1673. skill_toggle_magicpower(src, skill);
  1674. switch (type) {
  1675. case CAST_GROUND:
  1676. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1677. break;
  1678. case CAST_NODAMAGE:
  1679. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1680. break;
  1681. case CAST_DAMAGE:
  1682. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1683. break;
  1684. }
  1685. sd->state.autocast = 0;
  1686. //Set canact delay. [Skotlex]
  1687. ud = unit_bl2ud(src);
  1688. if (ud) {
  1689. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1690. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1691. ud->canact_tick = tick+rate;
  1692. if ( battle_config.display_status_timers && sd )
  1693. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1694. }
  1695. }
  1696. }
  1697. }
  1698. //Autobonus when attacking
  1699. if( sd && sd->autobonus[0].rate )
  1700. {
  1701. int i;
  1702. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1703. {
  1704. if( rnd()%1000 >= sd->autobonus[i].rate )
  1705. continue;
  1706. if( sd->autobonus[i].active != INVALID_TIMER )
  1707. continue;
  1708. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1709. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1710. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1711. continue; // one or more trigger conditions were not fulfilled
  1712. pc_exeautobonus(sd,&sd->autobonus[i]);
  1713. }
  1714. }
  1715. //Polymorph
  1716. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1717. dstmd && !(tstatus->mode&MD_BOSS) &&
  1718. (rnd()%10000 < sd->bonus.classchange))
  1719. {
  1720. struct mob_db *mob;
  1721. int class_;
  1722. skill = 0;
  1723. do {
  1724. do {
  1725. class_ = rnd() % MAX_MOB_DB;
  1726. } while (!mobdb_checkid(class_));
  1727. rate = rnd() % 1000000;
  1728. mob = mob_db(class_);
  1729. } while (
  1730. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1731. (skill++) < 2000);
  1732. if (skill < 2000)
  1733. mob_class_change(dstmd,class_);
  1734. }
  1735. return 0;
  1736. }
  1737. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1738. uint8 i;
  1739. struct block_list *tbl;
  1740. if( sd == NULL || !skill_id )
  1741. return 0;
  1742. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1743. int skill, skill_lv, type;
  1744. if( sd->autospell3[i].flag != skill_id )
  1745. continue;
  1746. if( sd->autospell3[i].lock )
  1747. continue; // autospell already being executed
  1748. skill = sd->autospell3[i].id;
  1749. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1750. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1751. continue;
  1752. sd->state.autocast = 0;
  1753. if( skill >= 0 && bl == NULL )
  1754. continue; // No target
  1755. if( rnd()%1000 >= sd->autospell3[i].rate )
  1756. continue;
  1757. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1758. if( skill < 0 ) {
  1759. tbl = &sd->bl;
  1760. skill *= -1;
  1761. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1762. }
  1763. else
  1764. tbl = bl;
  1765. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1766. int maxcount = 0;
  1767. if( !(BL_PC&battle_config.skill_reiteration) &&
  1768. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1769. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1770. continue;
  1771. if( BL_PC&battle_config.skill_nofootset &&
  1772. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1773. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1774. continue;
  1775. if( BL_PC&battle_config.land_skill_limit &&
  1776. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1777. {
  1778. int v;
  1779. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1780. if(sd->ud.skillunit[v]->skill_id == skill)
  1781. maxcount--;
  1782. }
  1783. if( maxcount == 0 )
  1784. continue;
  1785. }
  1786. }
  1787. if( battle_config.autospell_check_range &&
  1788. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1789. continue;
  1790. sd->state.autocast = 1;
  1791. sd->autospell3[i].lock = true;
  1792. skill_consume_requirement(sd,skill,skill_lv,1);
  1793. switch( type ) {
  1794. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1795. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1796. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1797. }
  1798. sd->autospell3[i].lock = false;
  1799. sd->state.autocast = 0;
  1800. }
  1801. if( sd && sd->autobonus3[0].rate ) {
  1802. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1803. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1804. continue;
  1805. if( sd->autobonus3[i].active != INVALID_TIMER )
  1806. continue;
  1807. if( sd->autobonus3[i].atk_type != skill_id )
  1808. continue;
  1809. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1810. }
  1811. }
  1812. return 1;
  1813. }
  1814. /* Splitted off from skill_additional_effect, which is never called when the
  1815. * attack skill kills the enemy. Place in this function counter status effects
  1816. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1817. * from cards) that will take effect on the source, not the target. [Skotlex]
  1818. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1819. * type of skills, so not every instance of skill_additional_effect needs a call
  1820. * to this one.
  1821. */
  1822. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1823. {
  1824. int rate;
  1825. struct map_session_data *sd=NULL;
  1826. struct map_session_data *dstsd=NULL;
  1827. nullpo_ret(src);
  1828. nullpo_ret(bl);
  1829. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1830. sd = BL_CAST(BL_PC, src);
  1831. dstsd = BL_CAST(BL_PC, bl);
  1832. if(dstsd && attack_type&BF_WEAPON)
  1833. { //Counter effects.
  1834. enum sc_type type;
  1835. int i, time;
  1836. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1837. {
  1838. rate = dstsd->addeff2[i].rate;
  1839. if (attack_type&BF_LONG)
  1840. rate+=dstsd->addeff2[i].arrow_rate;
  1841. if (!rate) continue;
  1842. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1843. { //Trigger has range consideration.
  1844. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1845. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1846. continue; //Range Failed.
  1847. }
  1848. type = dstsd->addeff2[i].id;
  1849. time = skill_get_time2(status_sc2skill(type),7);
  1850. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1851. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1852. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1853. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1854. }
  1855. }
  1856. switch(skill_id) {
  1857. case MO_EXTREMITYFIST:
  1858. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1859. break;
  1860. case GS_FULLBUSTER:
  1861. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1862. break;
  1863. case HFLI_SBR44: //[orn]
  1864. case HVAN_EXPLOSION:
  1865. if(src->type == BL_HOM){
  1866. TBL_HOM *hd = (TBL_HOM*)src;
  1867. hd->homunculus.intimacy = 200;
  1868. if (hd->master)
  1869. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1870. }
  1871. break;
  1872. case CR_GRANDCROSS:
  1873. case NPC_GRANDDARKNESS:
  1874. attack_type |= BF_WEAPON;
  1875. break;
  1876. case LG_HESPERUSLIT:
  1877. {
  1878. struct status_change *sc = status_get_sc(src);
  1879. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1880. char i;
  1881. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1882. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1883. }
  1884. }
  1885. break;
  1886. }
  1887. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1888. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1889. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  1890. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1891. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1892. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1893. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1894. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1895. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1896. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1897. }
  1898. if( sd && status_isdead(bl) ) {
  1899. int sp = 0, hp = 0;
  1900. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1901. sp += sd->bonus.sp_gain_value;
  1902. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1903. hp += sd->bonus.hp_gain_value;
  1904. }
  1905. if( attack_type&BF_MAGIC ) {
  1906. sp += sd->bonus.magic_sp_gain_value;
  1907. hp += sd->bonus.magic_hp_gain_value;
  1908. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1909. struct status_change *sc = NULL;
  1910. if( ( sc = status_get_sc(src) ) ) {
  1911. if(sc->data[SC_SPIRIT] &&
  1912. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1913. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1914. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1915. }
  1916. }
  1917. }
  1918. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1919. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1920. }
  1921. }
  1922. // Trigger counter-spells to retaliate against damage causing skills.
  1923. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1924. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1925. {
  1926. struct block_list *tbl;
  1927. struct unit_data *ud;
  1928. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  1929. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1930. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1931. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1932. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1933. continue; // one or more trigger conditions were not fulfilled
  1934. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1935. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1936. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1937. autospl_rate = dstsd->autospell2[i].rate;
  1938. //Physical range attacks only trigger autospells half of the time
  1939. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  1940. autospl_rate>>=1;
  1941. dstsd->state.autocast = 1;
  1942. if ( skill_isNotOk(autospl_skill_id, dstsd) )
  1943. continue;
  1944. dstsd->state.autocast = 0;
  1945. if (rnd()%1000 >= autospl_rate)
  1946. continue;
  1947. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1948. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  1949. int maxcount = 0;
  1950. if( !(BL_PC&battle_config.skill_reiteration) &&
  1951. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  1952. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  1953. )
  1954. continue;
  1955. if( BL_PC&battle_config.skill_nofootset &&
  1956. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  1957. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  1958. )
  1959. continue;
  1960. if( BL_PC&battle_config.land_skill_limit &&
  1961. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  1962. ) {
  1963. int v;
  1964. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1965. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  1966. maxcount--;
  1967. }
  1968. if( maxcount == 0 ) {
  1969. continue;
  1970. }
  1971. }
  1972. }
  1973. if( !battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id,autospl_skill_lv) + (autospl_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1974. continue;
  1975. dstsd->state.autocast = 1;
  1976. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  1977. switch (type) {
  1978. case CAST_GROUND:
  1979. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  1980. break;
  1981. case CAST_NODAMAGE:
  1982. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  1983. break;
  1984. case CAST_DAMAGE:
  1985. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  1986. break;
  1987. }
  1988. dstsd->state.autocast = 0;
  1989. //Set canact delay. [Skotlex]
  1990. ud = unit_bl2ud(bl);
  1991. if (ud) {
  1992. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  1993. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  1994. ud->canact_tick = tick+autospl_rate;
  1995. if ( battle_config.display_status_timers && dstsd )
  1996. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  1997. }
  1998. }
  1999. }
  2000. }
  2001. //Autobonus when attacked
  2002. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2003. int i;
  2004. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2005. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2006. continue;
  2007. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2008. continue;
  2009. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2010. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2011. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2012. continue; // one or more trigger conditions were not fulfilled
  2013. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2014. }
  2015. }
  2016. return 0;
  2017. }
  2018. /*=========================================================================
  2019. Breaks equipment. On-non players causes the corresponding strip effect.
  2020. - rate goes from 0 to 10000 (100.00%)
  2021. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2022. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2023. --------------------------------------------------------------------------*/
  2024. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2025. {
  2026. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2027. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2028. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2029. struct status_change *sc = status_get_sc(bl);
  2030. int i;
  2031. TBL_PC *sd;
  2032. sd = BL_CAST(BL_PC, bl);
  2033. if (sc && !sc->count)
  2034. sc = NULL;
  2035. if (sd) {
  2036. if (sd->bonus.unbreakable_equip)
  2037. where &= ~sd->bonus.unbreakable_equip;
  2038. if (sd->bonus.unbreakable)
  2039. rate -= rate*sd->bonus.unbreakable/100;
  2040. if (where&EQP_WEAPON) {
  2041. switch (sd->status.weapon) {
  2042. case W_FIST: //Bare fists should not break :P
  2043. case W_1HAXE:
  2044. case W_2HAXE:
  2045. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2046. case W_2HMACE:
  2047. case W_STAFF:
  2048. case W_2HSTAFF:
  2049. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2050. case W_HUUMA:
  2051. where &= ~EQP_WEAPON;
  2052. }
  2053. }
  2054. }
  2055. if (flag&BCT_ENEMY) {
  2056. if (battle_config.equip_skill_break_rate != 100)
  2057. rate = rate*battle_config.equip_skill_break_rate/100;
  2058. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2059. if (battle_config.equip_self_break_rate != 100)
  2060. rate = rate*battle_config.equip_self_break_rate/100;
  2061. }
  2062. for (i = 0; i < 4; i++) {
  2063. if (where&where_list[i]) {
  2064. if (sc && sc->count && sc->data[scdef[i]])
  2065. where&=~where_list[i];
  2066. else if (rnd()%10000 >= rate)
  2067. where&=~where_list[i];
  2068. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2069. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2070. }
  2071. }
  2072. if (!where) //Nothing to break.
  2073. return 0;
  2074. if (sd) {
  2075. for (i = 0; i < EQI_MAX; i++) {
  2076. short j = sd->equip_index[i];
  2077. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2078. continue;
  2079. switch(i) {
  2080. case EQI_HEAD_TOP: //Upper Head
  2081. flag = (where&EQP_HELM);
  2082. break;
  2083. case EQI_ARMOR: //Body
  2084. flag = (where&EQP_ARMOR);
  2085. break;
  2086. case EQI_HAND_R: //Left/Right hands
  2087. case EQI_HAND_L:
  2088. flag = (
  2089. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2090. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2091. break;
  2092. case EQI_SHOES:
  2093. flag = (where&EQP_SHOES);
  2094. break;
  2095. case EQI_GARMENT:
  2096. flag = (where&EQP_GARMENT);
  2097. break;
  2098. default:
  2099. continue;
  2100. }
  2101. if (flag) {
  2102. sd->status.inventory[j].attribute = 1;
  2103. pc_unequipitem(sd, j, 3);
  2104. }
  2105. }
  2106. clif_equiplist(sd);
  2107. }
  2108. return where; //Return list of pieces broken.
  2109. }
  2110. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2111. {
  2112. struct status_change *sc;
  2113. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2114. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2115. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2116. int i;
  2117. if (rnd()%100 >= rate)
  2118. return 0;
  2119. sc = status_get_sc(bl);
  2120. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2121. return 0;
  2122. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2123. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2124. where&=~pos[i];
  2125. }
  2126. if (!where) return 0;
  2127. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2128. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2129. where&=~pos[i];
  2130. }
  2131. return where?1:0;
  2132. }
  2133. /* Stores temporary values.
  2134. * Common usages:
  2135. * [0] holds number of targets in area
  2136. * [1] holds the id of the original target
  2137. * [2] counts how many targets have already been processed
  2138. */
  2139. static int skill_area_temp[8];
  2140. /**
  2141. Used to knock back players, monsters, traps, etc
  2142. * @param src Object that give knock back
  2143. * @param target Object that receive knock back
  2144. * @param count Number of knock back cell requested
  2145. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2146. * @param flag
  2147. 0x01 - position update packets must not be sent;
  2148. 0x02 - ignores players' special_state.no_knockback;
  2149. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2150. 0x04 - at WOE/BG map;
  2151. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2152. 0x10 - if target has 'special_state.no_knockback';
  2153. 0x20 - if target is in Basilica area;
  2154. * @return Number of knocked back cells done
  2155. */
  2156. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2157. {
  2158. int dx = 0, dy = 0;
  2159. int reason = 0, checkflag = 0;
  2160. nullpo_ret(src);
  2161. nullpo_ret(target);
  2162. if (!count)
  2163. return count; // Actual knockback distance is 0.
  2164. // Create flag needed in unit_blown_immune
  2165. if(src != target)
  2166. checkflag |= 0x1; // Offensive
  2167. if(!(flag&0x2))
  2168. checkflag |= 0x2; // Knockback type
  2169. if(is_boss(src))
  2170. checkflag |= 0x4; // Boss attack
  2171. // Get reason and check for flags
  2172. reason = unit_blown_immune(target, checkflag);
  2173. switch(reason) {
  2174. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2175. case 2: return count; // Emperium can't be knocked back
  2176. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2177. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2178. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2179. case 6: return count; // Trap cannot be knocked back
  2180. }
  2181. if (dir == -1) // <optimized>: do the computation here instead of outside
  2182. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2183. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2184. dx = -dirx[dir];
  2185. dy = -diry[dir];
  2186. }
  2187. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2188. }
  2189. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2190. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2191. // In case of success returns type of reflection, otherwise 0
  2192. // 1 - Regular reflection (Maya)
  2193. // 2 - SL_KAITE reflection
  2194. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2195. {
  2196. struct status_change *sc = status_get_sc(bl);
  2197. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2198. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2199. return 0;
  2200. // item-based reflection
  2201. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2202. return 1;
  2203. if( is_boss(src) )
  2204. return 0;
  2205. // status-based reflection
  2206. if( !sc || sc->count == 0 )
  2207. return 0;
  2208. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2209. return 1;
  2210. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2211. {// Kaite only works against non-players if they are low-level.
  2212. clif_specialeffect(bl, 438, AREA);
  2213. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2214. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2215. return 2;
  2216. }
  2217. return 0;
  2218. }
  2219. /**
  2220. * Checks whether a skill can be used in combos or not
  2221. * @param skill_id: Target skill
  2222. * @return true: Skill is a combo, false: otherwise
  2223. * @author Panikon
  2224. */
  2225. bool skill_is_combo(uint16 skill_id) {
  2226. switch(skill_id) {
  2227. case MO_CHAINCOMBO:
  2228. case MO_COMBOFINISH:
  2229. case CH_TIGERFIST:
  2230. case CH_CHAINCRUSH:
  2231. case MO_EXTREMITYFIST:
  2232. case TK_TURNKICK:
  2233. case TK_STORMKICK:
  2234. case TK_DOWNKICK:
  2235. case TK_COUNTER:
  2236. case TK_JUMPKICK:
  2237. case HT_POWER:
  2238. case GC_COUNTERSLASH:
  2239. case GC_WEAPONCRUSH:
  2240. case SR_FALLENEMPIRE:
  2241. case SR_DRAGONCOMBO:
  2242. case SR_TIGERCANNON:
  2243. case SR_GATEOFHELL:
  2244. return true;
  2245. }
  2246. return false;
  2247. }
  2248. /*
  2249. * Combo handler, start stop combo status
  2250. */
  2251. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2252. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2253. switch (skill_id) {
  2254. case MH_MIDNIGHT_FRENZY:
  2255. case MH_EQC:{
  2256. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2257. int idx = skill_id2 - HM_SKILLBASE;
  2258. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2259. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2260. sd = hd->master;
  2261. hd->homunculus.hskill[idx].flag= flag;
  2262. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2263. }
  2264. break;
  2265. case MO_COMBOFINISH:
  2266. case CH_TIGERFIST:
  2267. case CH_CHAINCRUSH:
  2268. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2269. break;
  2270. case TK_JUMPKICK:
  2271. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2272. break;
  2273. case MO_TRIPLEATTACK:
  2274. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2275. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2276. break;
  2277. case SR_FALLENEMPIRE:
  2278. if (sd){
  2279. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2280. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2281. }
  2282. break;
  2283. }
  2284. }
  2285. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2286. int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2287. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2288. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2289. struct status_change_entry *sce;
  2290. TBL_PC *sd = BL_CAST(BL_PC,src);
  2291. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2292. struct status_change *sc = status_get_sc(src);
  2293. if(sc == NULL) return;
  2294. //End previous combo state after skill is invoked
  2295. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2296. switch (skill_id) {
  2297. case TK_TURNKICK:
  2298. case TK_STORMKICK:
  2299. case TK_DOWNKICK:
  2300. case TK_COUNTER:
  2301. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2302. sce->val1 = skill_id; //Update combo-skill
  2303. sce->val3 = skill_id;
  2304. if( sce->timer != INVALID_TIMER )
  2305. delete_timer(sce->timer, status_change_timer);
  2306. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2307. break;
  2308. }
  2309. unit_cancel_combo(src); // Cancel combo wait
  2310. break;
  2311. default:
  2312. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2313. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2314. }
  2315. }
  2316. //start new combo
  2317. if(sd){ //player only
  2318. switch(skill_id) {
  2319. case MO_TRIPLEATTACK:
  2320. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2321. duration = 1;
  2322. break;
  2323. case MO_CHAINCOMBO:
  2324. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2325. duration = 1;
  2326. break;
  2327. case MO_COMBOFINISH:
  2328. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2329. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2330. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2331. duration = 1;
  2332. case CH_TIGERFIST:
  2333. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2334. duration = 1;
  2335. case CH_CHAINCRUSH:
  2336. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2337. duration = 1;
  2338. break;
  2339. case AC_DOUBLE:
  2340. if( pc_checkskill(sd, HT_POWER)) {
  2341. duration = 2000;
  2342. nodelay = 1; //Neither gives walk nor attack delay
  2343. target_id = 0; //Does not need to be used on previous target
  2344. }
  2345. break;
  2346. case SR_DRAGONCOMBO:
  2347. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2348. duration = 1;
  2349. break;
  2350. case SR_FALLENEMPIRE:
  2351. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2352. duration = 1;
  2353. break;
  2354. }
  2355. }
  2356. else { //other
  2357. switch(skill_id) {
  2358. case MH_TINDER_BREAKER:
  2359. case MH_CBC:
  2360. case MH_SONIC_CRAW:
  2361. case MH_SILVERVEIN_RUSH:
  2362. if(hd->homunculus.spiritball > 0) duration = 2000;
  2363. nodelay = 1;
  2364. break;
  2365. case MH_EQC:
  2366. case MH_MIDNIGHT_FRENZY:
  2367. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2368. nodelay = 1;
  2369. break;
  2370. }
  2371. }
  2372. if (duration) { //Possible to chain
  2373. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2374. duration = max(status_get_amotion(src),duration); //Never less than aMotion
  2375. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2376. clif_combo_delay(src, duration);
  2377. }
  2378. }
  2379. /**
  2380. * Copy skill by Plagiarism or Reproduce
  2381. * @param src: The caster
  2382. * @param bl: The target
  2383. * @param skill_id: Skill that casted
  2384. * @param skill_lv: Skill level of the casted skill
  2385. */
  2386. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2387. {
  2388. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2389. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2390. return;
  2391. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2392. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2393. return;
  2394. else {
  2395. uint16 idx;
  2396. unsigned char lv;
  2397. // Copy Referal: dummy skills should point to their source upon copying
  2398. switch (skill_id) {
  2399. case AB_DUPLELIGHT_MELEE:
  2400. case AB_DUPLELIGHT_MAGIC:
  2401. skill_id = AB_DUPLELIGHT;
  2402. break;
  2403. case WL_CHAINLIGHTNING_ATK:
  2404. skill_id = WL_CHAINLIGHTNING;
  2405. break;
  2406. case LG_OVERBRAND_BRANDISH:
  2407. case LG_OVERBRAND_PLUSATK:
  2408. skill_id = LG_OVERBRAND;
  2409. break;
  2410. case WM_REVERBERATION_MELEE:
  2411. case WM_REVERBERATION_MAGIC:
  2412. skill_id = WM_REVERBERATION;
  2413. break;
  2414. case WM_SEVERE_RAINSTORM_MELEE:
  2415. skill_id = WM_SEVERE_RAINSTORM;
  2416. break;
  2417. case GN_CRAZYWEED_ATK:
  2418. skill_id = GN_CRAZYWEED;
  2419. break;
  2420. case GN_HELLS_PLANT_ATK:
  2421. skill_id = GN_HELLS_PLANT;
  2422. break;
  2423. case GN_SLINGITEM_RANGEMELEEATK:
  2424. skill_id = GN_SLINGITEM;
  2425. break;
  2426. }
  2427. //Use skill index, avoiding out-of-bound array [Cydh]
  2428. if (!(idx = skill_get_index(skill_id)))
  2429. return;
  2430. switch (skill_isCopyable(tsd,skill_id)) {
  2431. case 1: //Copied by Plagiarism
  2432. {
  2433. if (tsd->cloneskill_idx >= 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2434. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2435. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2436. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2437. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2438. }
  2439. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2440. tsd->cloneskill_idx = idx;
  2441. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2442. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2443. }
  2444. break;
  2445. case 2: //Copied by Reproduce
  2446. {
  2447. struct status_change *tsc = status_get_sc(bl);
  2448. //Already did SC check
  2449. //Skill level copied depends on Reproduce skill that used
  2450. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2451. if( tsd->reproduceskill_idx >= 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2452. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2453. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2454. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2455. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2456. }
  2457. //Level dependent and limitation.
  2458. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2459. lv = min(lv,skill_get_max(skill_id));
  2460. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2461. lv = min(lv,skill_lv);
  2462. tsd->reproduceskill_idx = idx;
  2463. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2464. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2465. }
  2466. break;
  2467. default: return;
  2468. }
  2469. tsd->status.skill[idx].id = skill_id;
  2470. tsd->status.skill[idx].lv = lv;
  2471. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2472. clif_addskill(tsd,skill_id);
  2473. }
  2474. }
  2475. /**
  2476. * Knockback the target on skill_attack
  2477. * @param src is the master behind the attack
  2478. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2479. * @param target is the target to be attacked.
  2480. * @param blewcount
  2481. * @param skill_id
  2482. * @param skill_lv
  2483. * @param damage
  2484. * @param tick
  2485. * @param flag can hold a bunch of information:
  2486. */
  2487. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, unsigned int tick, int flag) {
  2488. int8 dir = -1; // Default direction
  2489. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2490. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2491. if (!blewcount || target == dsrc || status_isdead(target))
  2492. return;
  2493. // Skill specific direction
  2494. switch (skill_id) {
  2495. case MG_FIREWALL:
  2496. case PR_SANCTUARY:
  2497. case GN_WALLOFTHORN:
  2498. case EL_FIRE_MANTLE:
  2499. dir = unit_getdir(target); // Backwards
  2500. break;
  2501. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2502. case WZ_STORMGUST:
  2503. if(!battle_config.stormgust_knockback)
  2504. dir = rand()%8;
  2505. break;
  2506. case WL_CRIMSONROCK:
  2507. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2508. break;
  2509. case MC_CARTREVOLUTION:
  2510. if (battle_config.cart_revo_knockback)
  2511. dir = 6; // Official servers push target to the West
  2512. break;
  2513. case AC_SHOWER:
  2514. if (!battle_config.arrow_shower_knockback)
  2515. dir = map_calc_dir(target, src->x, src->y);
  2516. break;
  2517. }
  2518. // Blown-specific handling
  2519. switch( skill_id ) {
  2520. case LG_OVERBRAND_BRANDISH:
  2521. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2522. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2523. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2524. break;
  2525. case SR_KNUCKLEARROW:
  2526. {
  2527. short x = target->x, y = target->y;
  2528. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2529. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2530. // (bugreport:9096)
  2531. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2532. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2533. dir_ka = -1;
  2534. // Move attacker to the target position after knocked back
  2535. if ((target->x != x || target->y != y) && unit_movepos(src,target->x,target->y,1,1))
  2536. clif_blown(src);
  2537. }
  2538. break;
  2539. case RL_R_TRIP:
  2540. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2541. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2542. break;
  2543. case RL_SLUGSHOT:
  2544. skill_blown(dsrc,target,blewcount,dir, 0);
  2545. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2546. break;
  2547. default:
  2548. skill_blown(dsrc,target,blewcount,dir, 0);
  2549. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2550. TBL_SKILL *su = (TBL_SKILL*)target;
  2551. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2552. skill_blown(src, target, 3, -1, 0);
  2553. }
  2554. break;
  2555. }
  2556. clif_fixpos(target);
  2557. }
  2558. /*
  2559. * =========================================================================
  2560. * Does a skill attack with the given properties.
  2561. * @param src is the master behind the attack (player/mob/pet)
  2562. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2563. * @param bl is the target to be attacked.
  2564. * @param flag can hold a bunch of information:
  2565. * flag&1
  2566. * flag&2 - Disable re-triggered by double casting
  2567. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2568. *
  2569. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2570. * (usually holds number of targets, or just 1 for simple splash attacks)
  2571. *
  2572. * flag&0xF000 - Values from enum e_skill_display
  2573. * flag&0x3F0000 - Values from enum e_battle_check_target
  2574. *
  2575. * flag&0x1000000 - Return 0 if damage was reflected
  2576. *-------------------------------------------------------------------------*/
  2577. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2578. {
  2579. struct Damage dmg;
  2580. struct status_data *sstatus, *tstatus;
  2581. struct status_change *sc, *tsc;
  2582. struct map_session_data *sd, *tsd;
  2583. int64 damage;
  2584. int8 rmdamage = 0;//magic reflected
  2585. int type;
  2586. bool shadow_flag = false;
  2587. bool additional_effects = true;
  2588. if(skill_id > 0 && !skill_lv)
  2589. return 0;
  2590. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2591. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2592. nullpo_ret(bl); //Target to be attacked.
  2593. if (src != dsrc) {
  2594. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2595. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2596. return 0;
  2597. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2598. //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
  2599. if (!status_check_skilluse(src, bl, skill_id, 2))
  2600. return 0;
  2601. }
  2602. sd = BL_CAST(BL_PC, src);
  2603. tsd = BL_CAST(BL_PC, bl);
  2604. sstatus = status_get_status_data(src);
  2605. tstatus = status_get_status_data(bl);
  2606. sc= status_get_sc(src);
  2607. tsc= status_get_sc(bl);
  2608. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2609. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2610. if (tsc && tsc->data[SC_TRICKDEAD])
  2611. return 0;
  2612. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2613. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2614. return 0;
  2615. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2616. //Skotlex: Adjusted to the new system
  2617. if( src->type == BL_PET ) { // [Valaris]
  2618. struct pet_data *pd = (TBL_PET*)src;
  2619. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2620. int element = skill_get_ele(skill_id, skill_lv);
  2621. /*if (skill_id == -1) Does it ever worked?
  2622. element = sstatus->rhw.ele;*/
  2623. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2624. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2625. else
  2626. dmg.damage= skill_lv;
  2627. dmg.damage2=0;
  2628. dmg.div_= pd->a_skill->div_;
  2629. }
  2630. }
  2631. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2632. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2633. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2634. { //Magic reflection, switch caster/target
  2635. struct block_list *tbl = bl;
  2636. rmdamage = 1;
  2637. bl = src;
  2638. src = tbl;
  2639. dsrc = tbl;
  2640. sd = BL_CAST(BL_PC, src);
  2641. tsd = BL_CAST(BL_PC, bl);
  2642. tsc = status_get_sc(bl);
  2643. if (tsc && !tsc->count)
  2644. tsc = NULL; //Don't need it.
  2645. /* bugreport:2564 flag&2 disables double casting trigger */
  2646. flag |= 2;
  2647. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2648. flag |= 4;
  2649. //Spirit of Wizard blocks Kaite's reflection
  2650. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2651. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2652. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2653. if (type >= 0) {
  2654. if ( tsd )
  2655. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2656. dmg.damage = dmg.damage2 = 0;
  2657. dmg.dmg_lv = ATK_MISS;
  2658. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2659. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2660. }
  2661. } else if( type != 2 ) /* Kaite bypasses */
  2662. additional_effects = false;
  2663. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2664. #if MAGIC_REFLECTION_TYPE
  2665. #ifdef RENEWAL
  2666. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2667. #else
  2668. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2669. // regardless of caster's equipment (Aegis 11.1)
  2670. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2671. #endif
  2672. short s_ele = skill_get_ele(skill_id, skill_lv);
  2673. if (s_ele == -1) // the skill takes the weapon's element
  2674. s_ele = sstatus->rhw.ele;
  2675. else if (s_ele == -2) //Use status element
  2676. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2677. else if( s_ele == -3 ) //Use random element
  2678. s_ele = rnd()%ELE_ALL;
  2679. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2680. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2681. struct status_data *status = status_get_status_data(bl);
  2682. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2683. per /=20; //Uses 20% SP intervals.
  2684. //SP Cost: 1% + 0.5% per every 20% SP
  2685. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2686. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2687. //Reduction: 6% + 6% every 20%
  2688. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2689. }
  2690. }
  2691. #endif
  2692. }
  2693. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2694. int sp = skill_get_sp(skill_id,skill_lv);
  2695. dmg.damage = dmg.damage2 = 0;
  2696. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2697. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2698. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2699. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2700. status_heal(bl, 0, sp, 2);
  2701. }
  2702. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rand()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2703. dmg.damage = dmg.damage2 = 0;
  2704. dmg.dmg_lv = ATK_MISS;
  2705. }
  2706. }
  2707. damage = dmg.damage + dmg.damage2;
  2708. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2709. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2710. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2711. damage = 1;
  2712. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2713. struct block_list *nbl;
  2714. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2715. if( nbl ){ // Only one target is chosen.
  2716. damage = damage / 2; // Deflect half of the damage to a target nearby
  2717. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2718. }
  2719. }
  2720. //Skill hit type
  2721. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2722. switch( skill_id ) {
  2723. case SC_TRIANGLESHOT:
  2724. if( rnd()%100 > (1 + skill_lv) )
  2725. dmg.blewcount = 0;
  2726. break;
  2727. default:
  2728. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2729. dmg.blewcount = 0; //only pushback when it hit for other
  2730. break;
  2731. }
  2732. switch( skill_id ) {
  2733. case CR_GRANDCROSS:
  2734. case NPC_GRANDDARKNESS:
  2735. if( battle_config.gx_disptype)
  2736. dsrc = src;
  2737. if( src == bl)
  2738. type = 4;
  2739. else
  2740. flag|= SD_ANIMATION;
  2741. break;
  2742. case NJ_TATAMIGAESHI: //For correct knockback.
  2743. dsrc = src;
  2744. flag|= SD_ANIMATION;
  2745. break;
  2746. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2747. int level;
  2748. if( sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2749. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2750. }
  2751. break;
  2752. case SL_STIN:
  2753. case SL_STUN:
  2754. if (skill_lv >= 7) {
  2755. struct status_change *sc_cur = status_get_sc(src);
  2756. if (sc_cur && !sc_cur->data[SC_SMA])
  2757. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2758. }
  2759. break;
  2760. case GS_FULLBUSTER:
  2761. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2762. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2763. break;
  2764. }
  2765. //combo handling
  2766. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2767. //Display damage.
  2768. switch( skill_id ) {
  2769. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2770. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2771. break;
  2772. //Skills that need be passed as a normal attack for the client to display correctly.
  2773. case HVAN_EXPLOSION:
  2774. case NPC_SELFDESTRUCTION:
  2775. if(src->type == BL_PC)
  2776. dmg.blewcount = 10;
  2777. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2778. // fall through
  2779. case KN_AUTOCOUNTER:
  2780. case NPC_CRITICALSLASH:
  2781. case TF_DOUBLE:
  2782. case GS_CHAINACTION:
  2783. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2784. break;
  2785. case AS_SPLASHER:
  2786. if( flag&SD_ANIMATION ) // the surrounding targets
  2787. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2788. else // the central target doesn't display an animation
  2789. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2790. break;
  2791. case WL_HELLINFERNO:
  2792. case SR_EARTHSHAKER:
  2793. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2794. break;
  2795. case WL_SOULEXPANSION:
  2796. case WL_COMET:
  2797. case KO_MUCHANAGE:
  2798. case NJ_HUUMA:
  2799. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2800. break;
  2801. case WL_CHAINLIGHTNING_ATK:
  2802. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2803. break;
  2804. case LG_OVERBRAND:
  2805. case LG_OVERBRAND_BRANDISH:
  2806. dmg.amotion = status_get_amotion(src) * 2;
  2807. case LG_OVERBRAND_PLUSATK:
  2808. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2809. break;
  2810. case EL_FIRE_BOMB:
  2811. case EL_FIRE_BOMB_ATK:
  2812. case EL_FIRE_WAVE:
  2813. case EL_FIRE_WAVE_ATK:
  2814. case EL_FIRE_MANTLE:
  2815. case EL_CIRCLE_OF_FIRE:
  2816. case EL_FIRE_ARROW:
  2817. case EL_ICE_NEEDLE:
  2818. case EL_WATER_SCREW:
  2819. case EL_WATER_SCREW_ATK:
  2820. case EL_WIND_SLASH:
  2821. case EL_TIDAL_WEAPON:
  2822. case EL_ROCK_CRUSHER:
  2823. case EL_ROCK_CRUSHER_ATK:
  2824. case EL_HURRICANE:
  2825. case EL_HURRICANE_ATK:
  2826. case KO_BAKURETSU:
  2827. case GN_CRAZYWEED_ATK:
  2828. case NC_MAGMA_ERUPTION:
  2829. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2830. break;
  2831. case GN_FIRE_EXPANSION_ACID:
  2832. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2833. break;
  2834. case GN_SLINGITEM_RANGEMELEEATK:
  2835. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2836. break;
  2837. case EL_STONE_RAIN:
  2838. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2839. break;
  2840. case WM_SEVERE_RAINSTORM_MELEE:
  2841. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6);
  2842. break;
  2843. case WM_REVERBERATION_MELEE:
  2844. case WM_REVERBERATION_MAGIC:
  2845. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2846. break;
  2847. case HT_CLAYMORETRAP:
  2848. case HT_BLASTMINE:
  2849. case HT_FLASHER:
  2850. case HT_FREEZINGTRAP:
  2851. case RA_CLUSTERBOMB:
  2852. case RA_FIRINGTRAP:
  2853. case RA_ICEBOUNDTRAP:
  2854. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2855. if( dsrc != src ) // avoid damage display redundancy
  2856. break;
  2857. case HT_LANDMINE:
  2858. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2859. break;
  2860. case WZ_SIGHTBLASTER:
  2861. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2862. break;
  2863. case RL_R_TRIP_PLUSATK:
  2864. case RL_BANISHING_BUSTER:
  2865. case RL_S_STORM:
  2866. case RL_SLUGSHOT:
  2867. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2868. break;
  2869. case AB_DUPLELIGHT_MELEE:
  2870. case AB_DUPLELIGHT_MAGIC:
  2871. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2872. default:
  2873. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2874. type = 5;
  2875. if( bl->type == BL_SKILL ){
  2876. TBL_SKILL *su = (TBL_SKILL*)bl;
  2877. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2878. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2879. }
  2880. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2881. break;
  2882. }
  2883. map_freeblock_lock();
  2884. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)].copyable.option && //Only copy skill that copyable [Cydh]
  2885. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2886. skill_do_copy(src,bl,skill_id,skill_lv);
  2887. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2888. { //Skills with can't walk delay also stop normal attacking for that
  2889. //duration when the attack connects. [Skotlex]
  2890. struct unit_data *ud = unit_bl2ud(src);
  2891. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2892. ud->attackabletime = tick + type;
  2893. }
  2894. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2895. // Instant damage
  2896. if( !dmg.amotion ) {
  2897. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) || skill_id == HW_GRAVITATION) && !shadow_flag )
  2898. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2899. if( !status_isdead(bl) && additional_effects )
  2900. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2901. if( damage > 0 ) //Counter status effects [Skotlex]
  2902. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2903. }
  2904. // Blow!
  2905. if (!(flag&4))
  2906. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  2907. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2908. if( dmg.amotion ) {
  2909. if( shadow_flag ) {
  2910. if( !status_isdead(bl) && additional_effects )
  2911. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2912. if( dmg.flag > ATK_BLOCK )
  2913. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2914. } else
  2915. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2916. }
  2917. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION ) {
  2918. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2919. struct block_list *d_bl = map_id2bl(sce->val1);
  2920. if( d_bl && (
  2921. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2922. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2923. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2924. {
  2925. if(!rmdamage){
  2926. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2927. status_fix_damage(NULL,d_bl, damage, 0);
  2928. } else {
  2929. bool isDevotRdamage = false;
  2930. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100)
  2931. isDevotRdamage = true;
  2932. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  2933. // This check is only for magical skill.
  2934. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2935. clif_damage(bl,(!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2936. status_fix_damage(bl,(!isDevotRdamage) ? bl : d_bl, damage, 0);
  2937. }
  2938. }
  2939. else {
  2940. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2941. if( !dmg.amotion )
  2942. status_fix_damage(src,bl,damage,dmg.dmotion);
  2943. }
  2944. }
  2945. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2946. if( skill_id == RG_INTIMIDATE ) {
  2947. int rate = 50 + skill_lv * 5;
  2948. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2949. if(rnd()%100 < rate)
  2950. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2951. } else if( skill_id == SC_FATALMENACE )
  2952. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2953. }
  2954. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2955. dmg.flag |= BF_WEAPON;
  2956. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2957. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
  2958. {
  2959. if (battle_config.left_cardfix_to_right)
  2960. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  2961. else
  2962. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  2963. }
  2964. if( damage > 0 ) { // Post-damage effects
  2965. switch( skill_id ) {
  2966. case GC_VENOMPRESSURE: {
  2967. struct status_change *ssc = status_get_sc(src);
  2968. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2969. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2970. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2971. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2972. }
  2973. }
  2974. break;
  2975. case WM_METALICSOUND:
  2976. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  2977. break;
  2978. }
  2979. if( sd )
  2980. skill_onskillusage(sd, bl, skill_id, tick);
  2981. }
  2982. if (!(flag&2) &&
  2983. (
  2984. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2985. ) &&
  2986. (tsc = status_get_sc(src)) &&
  2987. tsc->data[SC_DOUBLECAST] &&
  2988. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  2989. {
  2990. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2991. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2992. }
  2993. map_freeblock_unlock();
  2994. if ((flag&0x1000000) && rmdamage == 1)
  2995. return 0; //Should return 0 when damage was reflected
  2996. return damage;
  2997. }
  2998. /*==========================================
  2999. * Sub function for recursive skill call.
  3000. * Checking bl battle flag and display damage
  3001. * then call func with source,target,skill_id,skill_lv,tick,flag
  3002. *------------------------------------------*/
  3003. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3004. int skill_area_sub(struct block_list *bl, va_list ap)
  3005. {
  3006. struct block_list *src;
  3007. uint16 skill_id,skill_lv;
  3008. int flag;
  3009. unsigned int tick;
  3010. SkillFunc func;
  3011. nullpo_ret(bl);
  3012. src = va_arg(ap,struct block_list *);
  3013. skill_id = va_arg(ap,int);
  3014. skill_lv = va_arg(ap,int);
  3015. tick = va_arg(ap,unsigned int);
  3016. flag = va_arg(ap,int);
  3017. func = va_arg(ap,SkillFunc);
  3018. if(battle_check_target(src,bl,flag) > 0) {
  3019. // several splash skills need this initial dummy packet to display correctly
  3020. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3021. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3022. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3023. skill_area_temp[2]++;
  3024. return func(src,bl,skill_id,skill_lv,tick,flag);
  3025. }
  3026. return 0;
  3027. }
  3028. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3029. {
  3030. struct skill_unit *unit;
  3031. uint16 skill_id,g_skill_id;
  3032. unit = (struct skill_unit *)bl;
  3033. if(bl->prev == NULL || bl->type != BL_SKILL)
  3034. return 0;
  3035. if(!unit->alive)
  3036. return 0;
  3037. skill_id = va_arg(ap,int);
  3038. g_skill_id = unit->group->skill_id;
  3039. switch (skill_id) {
  3040. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3041. if(g_skill_id == SA_LANDPROTECTOR)
  3042. break;
  3043. //Fall through
  3044. case MH_STEINWAND:
  3045. case MG_SAFETYWALL:
  3046. case SC_MAELSTROM:
  3047. case SO_ELEMENTAL_SHIELD:
  3048. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
  3049. return 0;
  3050. break;
  3051. case AL_WARP:
  3052. case HT_SKIDTRAP:
  3053. case MA_SKIDTRAP:
  3054. case HT_LANDMINE:
  3055. case MA_LANDMINE:
  3056. case HT_ANKLESNARE:
  3057. case HT_SHOCKWAVE:
  3058. case HT_SANDMAN:
  3059. case MA_SANDMAN:
  3060. case HT_FLASHER:
  3061. case HT_FREEZINGTRAP:
  3062. case MA_FREEZINGTRAP:
  3063. case HT_BLASTMINE:
  3064. case HT_CLAYMORETRAP:
  3065. case HT_TALKIEBOX:
  3066. case HP_BASILICA:
  3067. case RA_ELECTRICSHOCKER:
  3068. case RA_CLUSTERBOMB:
  3069. case RA_MAGENTATRAP:
  3070. case RA_COBALTTRAP:
  3071. case RA_MAIZETRAP:
  3072. case RA_VERDURETRAP:
  3073. case RA_FIRINGTRAP:
  3074. case RA_ICEBOUNDTRAP:
  3075. case SC_DIMENSIONDOOR:
  3076. case SC_BLOODYLUST:
  3077. case GN_THORNS_TRAP:
  3078. case GN_HELLS_PLANT:
  3079. case RL_B_TRAP:
  3080. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3081. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3082. return 0;
  3083. break;
  3084. default: //Avoid stacking with same kind of trap. [Skotlex]
  3085. if (g_skill_id != skill_id)
  3086. return 0;
  3087. break;
  3088. }
  3089. return 1;
  3090. }
  3091. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3092. {
  3093. //Non players do not check for the skill's splash-trigger area.
  3094. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3095. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3096. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3097. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3098. return 0;
  3099. }
  3100. range += layout_type;
  3101. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3102. }
  3103. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3104. {
  3105. uint16 skill_id;
  3106. if(bl->prev == NULL)
  3107. return 0;
  3108. skill_id = va_arg(ap,int);
  3109. if( status_isdead(bl) && skill_id != AL_WARP )
  3110. return 0;
  3111. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3112. return 0;
  3113. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3114. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3115. return 1;
  3116. }
  3117. /**
  3118. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3119. * @param bl Object that casted skill
  3120. * @param x Position x of the target
  3121. * @param y Position y of the target
  3122. * @param skill_id The casted skill
  3123. * @param skill_lv The skill Lv
  3124. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3125. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3126. */
  3127. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3128. {
  3129. int range = 0, type;
  3130. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3131. if (isNearNPC)
  3132. range = skill_get_splash(skill_id,skill_lv);
  3133. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3134. if (!isNearNPC || !range) {
  3135. switch (skill_id) { // to be expanded later
  3136. case WZ_ICEWALL:
  3137. range = 2;
  3138. break;
  3139. case SC_MANHOLE:
  3140. case GN_HELLS_PLANT:
  3141. range = 0;
  3142. break;
  3143. default: {
  3144. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3145. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3146. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3147. return 0;
  3148. }
  3149. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3150. }
  3151. break;
  3152. }
  3153. }
  3154. //Check the additional range [Cydh]
  3155. if (isNearNPC && skill_db[skill_get_index(skill_id)].unit_nonearnpc_range)
  3156. range += skill_db[skill_get_index(skill_id)].unit_nonearnpc_range;
  3157. if (!isNearNPC) { //Doesn't check the NPC range
  3158. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3159. if (bl->type == BL_PC)
  3160. type = BL_CHAR;
  3161. else
  3162. type = BL_PC;
  3163. } else
  3164. type = BL_NPC;
  3165. return (!isNearNPC) ?
  3166. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3167. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3168. //isNearNPC is used to check range from NPC
  3169. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3170. }
  3171. /*==========================================
  3172. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3173. * Flag:
  3174. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3175. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3176. *------------------------------------------*/
  3177. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3178. {
  3179. struct status_data *status;
  3180. struct map_session_data *sd = NULL;
  3181. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3182. uint16 idx;
  3183. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3184. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  3185. return 0;
  3186. nullpo_ret(bl);
  3187. switch( bl->type )
  3188. {
  3189. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3190. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3191. }
  3192. status = status_get_status_data(bl);
  3193. if( (idx = skill_get_index(skill)) == 0 )
  3194. return 0;
  3195. // Requirements
  3196. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3197. {
  3198. itemid[i] = skill_db[idx].require.itemid[i];
  3199. amount[i] = skill_db[idx].require.amount[i];
  3200. }
  3201. hp = skill_db[idx].require.hp[lv-1];
  3202. sp = skill_db[idx].require.sp[lv-1];
  3203. hp_rate = skill_db[idx].require.hp_rate[lv-1];
  3204. sp_rate = skill_db[idx].require.sp_rate[lv-1];
  3205. state = skill_db[idx].require.state;
  3206. if( (mhp = skill_db[idx].require.mhp[lv-1]) > 0 )
  3207. hp += (status->max_hp * mhp) / 100;
  3208. if( hp_rate > 0 )
  3209. hp += (status->hp * hp_rate) / 100;
  3210. else
  3211. hp += (status->max_hp * (-hp_rate)) / 100;
  3212. if( sp_rate > 0 )
  3213. sp += (status->sp * sp_rate) / 100;
  3214. else
  3215. sp += (status->max_sp * (-sp_rate)) / 100;
  3216. if( bl->type == BL_HOM )
  3217. { // Intimacy Requeriments
  3218. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3219. switch( skill )
  3220. {
  3221. case HFLI_SBR44:
  3222. if( hd->homunculus.intimacy <= 200 )
  3223. return 0;
  3224. break;
  3225. case HVAN_EXPLOSION:
  3226. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3227. return 0;
  3228. break;
  3229. }
  3230. }
  3231. if( !(type&2) )
  3232. {
  3233. if( hp > 0 && status->hp <= (unsigned int)hp )
  3234. {
  3235. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3236. return 0;
  3237. }
  3238. if( sp > 0 && status->sp <= (unsigned int)sp )
  3239. {
  3240. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3241. return 0;
  3242. }
  3243. }
  3244. if( !type )
  3245. switch( state )
  3246. {
  3247. case ST_MOVE_ENABLE:
  3248. if( !unit_can_move(bl) )
  3249. {
  3250. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3251. return 0;
  3252. }
  3253. break;
  3254. }
  3255. if( !(type&1) )
  3256. return 1;
  3257. // Check item existences
  3258. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3259. {
  3260. index[i] = -1;
  3261. if( itemid[i] < 1 ) continue; // No item
  3262. index[i] = pc_search_inventory(sd, itemid[i]);
  3263. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3264. {
  3265. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3266. return 0;
  3267. }
  3268. }
  3269. // Consume items
  3270. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3271. {
  3272. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3273. }
  3274. if( type&2 )
  3275. return 1;
  3276. if( sp || hp )
  3277. status_zap(bl, hp, sp);
  3278. return 1;
  3279. }
  3280. /*==========================================
  3281. *
  3282. *------------------------------------------*/
  3283. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3284. {
  3285. switch (skill_id) {
  3286. case RL_QD_SHOT:
  3287. {
  3288. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3289. struct unit_data *ud = unit_bl2ud(src);
  3290. if (ud && ud->target == target->id)
  3291. return 1;
  3292. }
  3293. }
  3294. case RL_D_TAIL:
  3295. case RL_HAMMER_OF_GOD:
  3296. if (src->type != BL_PC)
  3297. return 0;
  3298. {
  3299. struct status_change *tsc = status_get_sc(target);
  3300. // Only counts marked target with SC_C_MARKER by caster
  3301. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3302. return 0;
  3303. }
  3304. break;
  3305. }
  3306. return 1;
  3307. }
  3308. /*==========================================
  3309. *
  3310. *------------------------------------------*/
  3311. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3312. {
  3313. struct block_list *src = map_id2bl(id),*target;
  3314. struct unit_data *ud = unit_bl2ud(src);
  3315. struct skill_timerskill *skl;
  3316. int range;
  3317. nullpo_ret(src);
  3318. nullpo_ret(ud);
  3319. skl = ud->skilltimerskill[data];
  3320. nullpo_ret(skl);
  3321. ud->skilltimerskill[data] = NULL;
  3322. do {
  3323. if(src->prev == NULL)
  3324. break; // Source not on Map
  3325. if(skl->target_id) {
  3326. target = map_id2bl(skl->target_id);
  3327. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3328. target = src; //Required since it has to warp.
  3329. if(target == NULL)
  3330. break; // Target offline?
  3331. if(target->prev == NULL)
  3332. break; // Target not on Map
  3333. if(src->m != target->m)
  3334. break; // Different Maps
  3335. if(status_isdead(src)) {
  3336. switch(skl->skill_id) {
  3337. case WL_CHAINLIGHTNING_ATK:
  3338. case WL_TETRAVORTEX_FIRE:
  3339. case WL_TETRAVORTEX_WATER:
  3340. case WL_TETRAVORTEX_WIND:
  3341. case WL_TETRAVORTEX_GROUND:
  3342. case SR_FLASHCOMBO_ATK_STEP1:
  3343. case SR_FLASHCOMBO_ATK_STEP2:
  3344. case SR_FLASHCOMBO_ATK_STEP3:
  3345. case SR_FLASHCOMBO_ATK_STEP4:
  3346. break; // Exceptions
  3347. default:
  3348. continue; // Caster is Dead
  3349. }
  3350. }
  3351. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3352. break;
  3353. switch(skl->skill_id) {
  3354. case KN_AUTOCOUNTER:
  3355. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3356. break;
  3357. case RG_INTIMIDATE:
  3358. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3359. short x,y;
  3360. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3361. if (target != src && !status_isdead(target))
  3362. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3363. }
  3364. break;
  3365. case BA_FROSTJOKER:
  3366. case DC_SCREAM:
  3367. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3368. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3369. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3370. break;
  3371. case NPC_EARTHQUAKE:
  3372. if( skl->type > 1 )
  3373. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3374. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3375. skill_area_temp[1] = src->id;
  3376. skill_area_temp[2] = 0;
  3377. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3378. break;
  3379. case WZ_WATERBALL:
  3380. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3381. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3382. if (!status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH)) {
  3383. //Apply canact delay here to prevent hacks (unlimited waterball casting)
  3384. ud->canact_tick = tick + skill_delayfix(src, skl->skill_id, skl->skill_lv);
  3385. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3386. }
  3387. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  3388. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3389. unit_set_walkdelay(src, tick, WATERBALL_INTERVAL, 1);
  3390. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3391. } else {
  3392. struct status_change *sc = status_get_sc(src);
  3393. if(sc) {
  3394. if(sc->data[SC_SPIRIT] &&
  3395. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3396. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3397. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3398. }
  3399. }
  3400. break;
  3401. case WL_CHAINLIGHTNING_ATK: {
  3402. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3403. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3404. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3405. { // Remaining Chains Hit
  3406. struct block_list *nbl = NULL; // Next Target of Chain
  3407. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3408. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3409. if( nbl == NULL )
  3410. skl->x++;
  3411. else
  3412. skl->x = 0;
  3413. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3414. }
  3415. }
  3416. break;
  3417. case WL_TETRAVORTEX_FIRE:
  3418. case WL_TETRAVORTEX_WATER:
  3419. case WL_TETRAVORTEX_WIND:
  3420. case WL_TETRAVORTEX_GROUND:
  3421. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3422. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3423. if( skl->type >= 3 )
  3424. { // Final Hit
  3425. if( !status_isdead(target) )
  3426. { // Final Status Effect
  3427. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3428. applyeffects[4] = { 0, 0, 0, 0 },
  3429. i, j = 0, k = 0;
  3430. for( i = 1; i <= 8; i = i + i )
  3431. {
  3432. if( skl->x&i )
  3433. {
  3434. applyeffects[j] = effects[k];
  3435. j++;
  3436. }
  3437. k++;
  3438. }
  3439. if( j )
  3440. {
  3441. i = applyeffects[rnd()%j];
  3442. status_change_start(src,target, i, 10000, skl->skill_lv,
  3443. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3444. (i == SC_BURNING ? src->id : 0),
  3445. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, SCSTART_NONE);
  3446. }
  3447. }
  3448. }
  3449. break;
  3450. case WM_REVERBERATION_MELEE:
  3451. case WM_REVERBERATION_MAGIC:
  3452. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3453. break;
  3454. case SC_FATALMENACE:
  3455. if( src == target ) // Casters Part
  3456. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3457. else { // Target's Part
  3458. short x = skl->x, y = skl->y;
  3459. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3460. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3461. }
  3462. break;
  3463. case LG_MOONSLASHER:
  3464. case SR_WINDMILL:
  3465. if( target->type == BL_PC ) {
  3466. struct map_session_data *tsd = NULL;
  3467. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3468. pc_setsit(tsd);
  3469. skill_sit(tsd, 1);
  3470. clif_sitting(&tsd->bl);
  3471. }
  3472. }
  3473. break;
  3474. case SR_KNUCKLEARROW:
  3475. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3476. break;
  3477. case GN_SPORE_EXPLOSION:
  3478. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3479. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3480. break;
  3481. case CH_PALMSTRIKE:
  3482. {
  3483. struct status_change* tsc = status_get_sc(target);
  3484. struct status_change* sc = status_get_sc(src);
  3485. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3486. ( sc && sc->option&OPTION_HIDE ) ){
  3487. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3488. break;
  3489. }
  3490. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3491. break;
  3492. }
  3493. case SR_FLASHCOMBO_ATK_STEP1:
  3494. case SR_FLASHCOMBO_ATK_STEP2:
  3495. case SR_FLASHCOMBO_ATK_STEP3:
  3496. case SR_FLASHCOMBO_ATK_STEP4:
  3497. if( src->type == BL_PC ) {
  3498. TBL_PC *sd = NULL;
  3499. const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
  3500. if( (sd = BL_CAST(BL_PC,src)) ) {
  3501. uint16 cid = combos[skl->skill_id - SR_FLASHCOMBO_ATK_STEP1];
  3502. skill_castend_damage_id(src, target, cid, pc_checkskill(sd, cid), tick, 0);
  3503. }
  3504. }
  3505. break;
  3506. case SC_ESCAPE:
  3507. if( skl->type < 4 + skl->skill_lv ) {
  3508. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3509. skill_blown(src, src, 1, unit_getdir(src), 0);
  3510. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3511. }
  3512. break;
  3513. case RL_SLUGSHOT:
  3514. if (target->type == BL_PC)
  3515. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3516. break;
  3517. default:
  3518. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3519. break;
  3520. }
  3521. }
  3522. else {
  3523. if(src->m != skl->map)
  3524. break;
  3525. switch( skl->skill_id )
  3526. {
  3527. case WZ_METEOR:
  3528. if( skl->type >= 0 )
  3529. {
  3530. int x = skl->type>>16, y = skl->type&0xFFFF;
  3531. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3532. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3533. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3534. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3535. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3536. }
  3537. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3538. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3539. break;
  3540. case GN_CRAZYWEED_ATK:
  3541. {
  3542. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3543. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3544. }
  3545. case WL_EARTHSTRAIN:
  3546. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3547. break;
  3548. case LG_OVERBRAND_BRANDISH: {
  3549. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3550. int x = src->x, y = src->y;
  3551. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3552. for( i = 0; i < layout->count; i++ )
  3553. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3554. }
  3555. break;
  3556. case RL_FIRE_RAIN: {
  3557. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3558. map_foreachinarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3559. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3560. }
  3561. break;
  3562. }
  3563. }
  3564. } while (0);
  3565. //Free skl now that it is no longer needed.
  3566. ers_free(skill_timer_ers, skl);
  3567. return 0;
  3568. }
  3569. /*==========================================
  3570. *
  3571. *------------------------------------------*/
  3572. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3573. {
  3574. int i;
  3575. struct unit_data *ud;
  3576. nullpo_retr(1, src);
  3577. if (src->prev == NULL)
  3578. return 0;
  3579. ud = unit_bl2ud(src);
  3580. nullpo_retr(1, ud);
  3581. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3582. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3583. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3584. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3585. ud->skilltimerskill[i]->src_id = src->id;
  3586. ud->skilltimerskill[i]->target_id = target;
  3587. ud->skilltimerskill[i]->skill_id = skill_id;
  3588. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3589. ud->skilltimerskill[i]->map = src->m;
  3590. ud->skilltimerskill[i]->x = x;
  3591. ud->skilltimerskill[i]->y = y;
  3592. ud->skilltimerskill[i]->type = type;
  3593. ud->skilltimerskill[i]->flag = flag;
  3594. return 0;
  3595. }
  3596. /*==========================================
  3597. *
  3598. *------------------------------------------*/
  3599. int skill_cleartimerskill (struct block_list *src)
  3600. {
  3601. int i;
  3602. struct unit_data *ud;
  3603. nullpo_ret(src);
  3604. ud = unit_bl2ud(src);
  3605. nullpo_ret(ud);
  3606. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3607. if(ud->skilltimerskill[i]) {
  3608. switch(ud->skilltimerskill[i]->skill_id) {
  3609. case WL_TETRAVORTEX_FIRE:
  3610. case WL_TETRAVORTEX_WATER:
  3611. case WL_TETRAVORTEX_WIND:
  3612. case WL_TETRAVORTEX_GROUND:
  3613. case SR_FLASHCOMBO_ATK_STEP1:
  3614. case SR_FLASHCOMBO_ATK_STEP2:
  3615. case SR_FLASHCOMBO_ATK_STEP3:
  3616. case SR_FLASHCOMBO_ATK_STEP4:
  3617. continue;
  3618. }
  3619. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3620. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3621. ud->skilltimerskill[i]=NULL;
  3622. }
  3623. }
  3624. return 1;
  3625. }
  3626. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3627. struct skill_unit *su = (TBL_SKILL*)bl;
  3628. struct skill_unit_group *sg = NULL;
  3629. nullpo_ret(su);
  3630. if (bl->type != BL_SKILL)
  3631. return 0;
  3632. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3633. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3634. su->limit = DIFF_TICK(gettick(), sg->tick);
  3635. sg->unit_id = UNT_USED_TRAPS;
  3636. }
  3637. return 0;
  3638. }
  3639. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3640. {
  3641. TBL_SKILL *su = (TBL_SKILL*)bl;
  3642. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3643. { //Reveal trap.
  3644. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3645. //clif_changetraplook(bl, su->group->unit_id);
  3646. clif_getareachar_skillunit(&su->bl, su, AREA);
  3647. return 1;
  3648. }
  3649. return 0;
  3650. }
  3651. /*==========================================
  3652. *
  3653. *
  3654. *------------------------------------------*/
  3655. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3656. {
  3657. struct map_session_data *sd = NULL;
  3658. struct status_data *tstatus;
  3659. struct status_change *sc, *tsc;
  3660. if (skill_id > 0 && !skill_lv) return 0;
  3661. nullpo_retr(1, src);
  3662. nullpo_retr(1, bl);
  3663. if (src->m != bl->m)
  3664. return 1;
  3665. if (bl->prev == NULL)
  3666. return 1;
  3667. sd = BL_CAST(BL_PC, src);
  3668. if (status_isdead(bl))
  3669. return 1;
  3670. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3671. { //GTB makes all targetted magic display miss with a single bolt.
  3672. sc_type sct = status_skill2sc(skill_id);
  3673. if(sct != SC_NONE)
  3674. status_change_end(bl, sct, INVALID_TIMER);
  3675. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  3676. return 1;
  3677. }
  3678. sc = status_get_sc(src);
  3679. tsc = status_get_sc(bl);
  3680. if (sc && !sc->count)
  3681. sc = NULL; //Unneeded
  3682. if (tsc && !tsc->count)
  3683. tsc = NULL;
  3684. tstatus = status_get_status_data(bl);
  3685. map_freeblock_lock();
  3686. switch(skill_id)
  3687. {
  3688. case MER_CRASH:
  3689. case SM_BASH:
  3690. case MS_BASH:
  3691. case MC_MAMMONITE:
  3692. case TF_DOUBLE:
  3693. case AC_DOUBLE:
  3694. case MA_DOUBLE:
  3695. case AS_SONICBLOW:
  3696. case KN_PIERCE:
  3697. case ML_PIERCE:
  3698. case KN_SPEARBOOMERANG:
  3699. case TF_POISON:
  3700. case TF_SPRINKLESAND:
  3701. case AC_CHARGEARROW:
  3702. case MA_CHARGEARROW:
  3703. case RG_INTIMIDATE:
  3704. case AM_ACIDTERROR:
  3705. case BA_MUSICALSTRIKE:
  3706. case DC_THROWARROW:
  3707. case BA_DISSONANCE:
  3708. case CR_HOLYCROSS:
  3709. case NPC_DARKCROSS:
  3710. case CR_SHIELDCHARGE:
  3711. case CR_SHIELDBOOMERANG:
  3712. case NPC_PIERCINGATT:
  3713. case NPC_MENTALBREAKER:
  3714. case NPC_RANGEATTACK:
  3715. case NPC_CRITICALSLASH:
  3716. case NPC_COMBOATTACK:
  3717. case NPC_GUIDEDATTACK:
  3718. case NPC_POISON:
  3719. case NPC_RANDOMATTACK:
  3720. case NPC_WATERATTACK:
  3721. case NPC_GROUNDATTACK:
  3722. case NPC_FIREATTACK:
  3723. case NPC_WINDATTACK:
  3724. case NPC_POISONATTACK:
  3725. case NPC_HOLYATTACK:
  3726. case NPC_DARKNESSATTACK:
  3727. case NPC_TELEKINESISATTACK:
  3728. case NPC_UNDEADATTACK:
  3729. case NPC_ARMORBRAKE:
  3730. case NPC_WEAPONBRAKER:
  3731. case NPC_HELMBRAKE:
  3732. case NPC_SHIELDBRAKE:
  3733. case NPC_BLINDATTACK:
  3734. case NPC_SILENCEATTACK:
  3735. case NPC_STUNATTACK:
  3736. case NPC_PETRIFYATTACK:
  3737. case NPC_CURSEATTACK:
  3738. case NPC_SLEEPATTACK:
  3739. case LK_AURABLADE:
  3740. case LK_SPIRALPIERCE:
  3741. case ML_SPIRALPIERCE:
  3742. case LK_HEADCRUSH:
  3743. case CG_ARROWVULCAN:
  3744. case HW_MAGICCRASHER:
  3745. case ITM_TOMAHAWK:
  3746. case CH_CHAINCRUSH:
  3747. case CH_TIGERFIST:
  3748. case PA_SHIELDCHAIN: // Shield Chain
  3749. case PA_SACRIFICE:
  3750. case WS_CARTTERMINATION: // Cart Termination
  3751. case AS_VENOMKNIFE:
  3752. case HT_PHANTASMIC:
  3753. case TK_DOWNKICK:
  3754. case TK_COUNTER:
  3755. case GS_CHAINACTION:
  3756. case GS_TRIPLEACTION:
  3757. case GS_MAGICALBULLET:
  3758. case GS_TRACKING:
  3759. case GS_PIERCINGSHOT:
  3760. case GS_RAPIDSHOWER:
  3761. case GS_DUST:
  3762. case GS_DISARM: // Added disarm. [Reddozen]
  3763. case GS_FULLBUSTER:
  3764. case NJ_SYURIKEN:
  3765. case NJ_KUNAI:
  3766. #ifndef RENEWAL
  3767. case ASC_BREAKER:
  3768. #endif
  3769. case HFLI_MOON: //[orn]
  3770. case HFLI_SBR44: //[orn]
  3771. case NPC_BLEEDING:
  3772. case NPC_CRITICALWOUND:
  3773. case NPC_HELLPOWER:
  3774. case RK_SONICWAVE:
  3775. case AB_DUPLELIGHT_MELEE:
  3776. case RA_AIMEDBOLT:
  3777. case NC_AXEBOOMERANG:
  3778. case NC_POWERSWING:
  3779. case GC_CROSSIMPACT:
  3780. case GC_VENOMPRESSURE:
  3781. case SC_TRIANGLESHOT:
  3782. case SC_FEINTBOMB:
  3783. case LG_BANISHINGPOINT:
  3784. case LG_SHIELDPRESS:
  3785. case LG_RAGEBURST:
  3786. case LG_RAYOFGENESIS:
  3787. case LG_HESPERUSLIT:
  3788. case LG_OVERBRAND:
  3789. case LG_OVERBRAND_BRANDISH:
  3790. case SR_FALLENEMPIRE:
  3791. case SR_CRESCENTELBOW_AUTOSPELL:
  3792. case SR_GATEOFHELL:
  3793. case SR_GENTLETOUCH_QUIET:
  3794. case WM_SEVERE_RAINSTORM_MELEE:
  3795. case WM_GREAT_ECHO:
  3796. case GN_SLINGITEM_RANGEMELEEATK:
  3797. case KO_SETSUDAN:
  3798. case GC_DARKCROW:
  3799. case RL_MASS_SPIRAL:
  3800. case RL_SLUGSHOT:
  3801. case RL_AM_BLAST:
  3802. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3803. break;
  3804. case NC_BOOSTKNUCKLE:
  3805. case NC_PILEBUNKER:
  3806. case NC_COLDSLOWER:
  3807. case NC_ARMSCANNON:
  3808. if (sd) pc_overheat(sd, 1);
  3809. case MO_TRIPLEATTACK:
  3810. case RK_WINDCUTTER:
  3811. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3812. break;
  3813. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3814. switch( rnd()%6 ){
  3815. case 0: flag |= BREAK_ANKLE; break;
  3816. case 1: flag |= BREAK_WRIST; break;
  3817. case 2: flag |= BREAK_KNEE; break;
  3818. case 3: flag |= BREAK_SHOULDER; break;
  3819. case 4: flag |= BREAK_WAIST; break;
  3820. case 5: flag |= BREAK_NECK; break;
  3821. }
  3822. //TODO: is there really no cleaner way to do this?
  3823. sc = status_get_sc(bl);
  3824. if (sc) sc->jb_flag = flag;
  3825. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3826. break;
  3827. case MO_COMBOFINISH:
  3828. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3829. { //Becomes a splash attack when Soul Linked.
  3830. map_foreachinrange(skill_area_sub, bl,
  3831. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3832. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3833. skill_castend_damage_id);
  3834. } else
  3835. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3836. break;
  3837. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3838. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3839. skill_area_temp[1] = 0;
  3840. map_foreachinrange(skill_attack_area, src,
  3841. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3842. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3843. break;
  3844. case KN_CHARGEATK:
  3845. {
  3846. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3847. unsigned int dist = distance_bl(src, bl);
  3848. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3849. // teleport to target (if not on WoE grounds)
  3850. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3851. clif_blown(src);
  3852. // cause damage and knockback if the path to target was a straight one
  3853. if( path )
  3854. {
  3855. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3856. skill_blown(src, bl, dist, dir, 0);
  3857. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3858. // make the caster look in the direction of the target
  3859. unit_setdir(src, (dir+4)%8);
  3860. }
  3861. }
  3862. break;
  3863. case NC_FLAMELAUNCHER:
  3864. if (sd) pc_overheat(sd,1);
  3865. case SN_SHARPSHOOTING:
  3866. case MA_SHARPSHOOTING:
  3867. case NJ_KAMAITACHI:
  3868. case LG_CANNONSPEAR:
  3869. //It won't shoot through walls since on castend there has to be a direct
  3870. //line of sight between caster and target.
  3871. skill_area_temp[1] = bl->id;
  3872. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3873. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3874. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3875. break;
  3876. case NPC_ACIDBREATH:
  3877. case NPC_DARKNESSBREATH:
  3878. case NPC_FIREBREATH:
  3879. case NPC_ICEBREATH:
  3880. case NPC_THUNDERBREATH:
  3881. skill_area_temp[1] = bl->id;
  3882. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3883. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3884. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3885. break;
  3886. case MO_INVESTIGATE:
  3887. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3888. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3889. break;
  3890. case RG_BACKSTAP:
  3891. {
  3892. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3893. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3894. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3895. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3896. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3897. unit_setdir(bl,dir);
  3898. }
  3899. else if (sd)
  3900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3901. }
  3902. break;
  3903. case MO_FINGEROFFENSIVE:
  3904. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3905. if (battle_config.finger_offensive_type && sd) {
  3906. int i;
  3907. for (i = 1; i < sd->spiritball_old; i++)
  3908. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3909. }
  3910. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3911. break;
  3912. case MO_CHAINCOMBO:
  3913. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3914. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3915. break;
  3916. #ifndef RENEWAL
  3917. case NJ_ISSEN:
  3918. #endif
  3919. case MO_EXTREMITYFIST:
  3920. {
  3921. struct block_list *mbl = bl; // For NJ_ISSEN
  3922. short x, y, i = 2; // Move 2 cells (From target)
  3923. short dir = map_calc_dir(src,bl->x,bl->y);
  3924. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3925. if (skill_id == MO_EXTREMITYFIST) {
  3926. status_set_sp(src, 0, 0);
  3927. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3928. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3929. #ifdef RENEWAL
  3930. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3931. #endif
  3932. } else {
  3933. status_set_hp(src, 1, 0);
  3934. status_change_end(src, SC_NEN, INVALID_TIMER);
  3935. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3936. }
  3937. if (skill_id == MO_EXTREMITYFIST) {
  3938. mbl = src; // For MO_EXTREMITYFIST
  3939. i = 3; // Move 3 cells (From caster)
  3940. }
  3941. if (dir > 0 && dir < 4)
  3942. x = -i;
  3943. else if (dir > 4)
  3944. x = i;
  3945. else
  3946. x = 0;
  3947. if (dir > 2 && dir < 6)
  3948. y = -i;
  3949. else if (dir == 7 || dir < 2)
  3950. y = i;
  3951. else
  3952. y = 0;
  3953. // Ashura Strike still has slide effect in GVG
  3954. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  3955. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  3956. clif_blown(src);
  3957. clif_spiritball(src);
  3958. }
  3959. }
  3960. break;
  3961. case HT_POWER:
  3962. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  3963. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3964. break;
  3965. //Splash attack skills.
  3966. case AS_GRIMTOOTH:
  3967. case MC_CARTREVOLUTION:
  3968. case NPC_SPLASHATTACK:
  3969. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3970. case AS_SPLASHER:
  3971. case HT_BLITZBEAT:
  3972. case AC_SHOWER:
  3973. case MA_SHOWER:
  3974. case MG_NAPALMBEAT:
  3975. case MG_FIREBALL:
  3976. case RG_RAID:
  3977. case HW_NAPALMVULCAN:
  3978. case NJ_HUUMA:
  3979. case NJ_BAKUENRYU:
  3980. case ASC_METEORASSAULT:
  3981. case GS_DESPERADO:
  3982. case GS_SPREADATTACK:
  3983. case NPC_EARTHQUAKE:
  3984. case NPC_PULSESTRIKE:
  3985. case NPC_HELLJUDGEMENT:
  3986. case NPC_VAMPIRE_GIFT:
  3987. case RK_IGNITIONBREAK:
  3988. case AB_JUDEX:
  3989. case WL_SOULEXPANSION:
  3990. case WL_CRIMSONROCK:
  3991. case WL_JACKFROST:
  3992. case RA_ARROWSTORM:
  3993. case RA_WUGDASH:
  3994. case NC_VULCANARM:
  3995. case NC_SELFDESTRUCTION:
  3996. case NC_AXETORNADO:
  3997. case GC_ROLLINGCUTTER:
  3998. case GC_COUNTERSLASH:
  3999. case LG_MOONSLASHER:
  4000. case LG_EARTHDRIVE:
  4001. case SR_RAMPAGEBLASTER:
  4002. case SR_SKYNETBLOW:
  4003. case SR_WINDMILL:
  4004. case SR_RIDEINLIGHTNING:
  4005. case WM_SOUND_OF_DESTRUCTION:
  4006. case WM_REVERBERATION_MELEE:
  4007. case WM_REVERBERATION_MAGIC:
  4008. case SO_VARETYR_SPEAR:
  4009. case GN_CART_TORNADO:
  4010. case GN_CARTCANNON:
  4011. case KO_HAPPOKUNAI:
  4012. case KO_HUUMARANKA:
  4013. case KO_MUCHANAGE:
  4014. case KO_BAKURETSU:
  4015. case GN_ILLUSIONDOPING:
  4016. case RL_FIREDANCE:
  4017. case RL_BANISHING_BUSTER:
  4018. case RL_S_STORM:
  4019. case RL_R_TRIP:
  4020. case MH_XENO_SLASHER:
  4021. if( flag&1 ) {//Recursive invocation
  4022. int sflag = skill_area_temp[0] & 0xFFF;
  4023. int heal = 0;
  4024. if( flag&SD_LEVEL )
  4025. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4026. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4027. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4028. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4029. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4030. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4031. status_heal(src,heal,0,0);
  4032. }
  4033. } else {
  4034. switch ( skill_id ) {
  4035. case NJ_BAKUENRYU:
  4036. case LG_EARTHDRIVE:
  4037. case GN_CARTCANNON:
  4038. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4039. break;
  4040. case LG_MOONSLASHER:
  4041. case MH_XENO_SLASHER:
  4042. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4043. break;
  4044. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4045. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4046. break;
  4047. default:
  4048. break;
  4049. }
  4050. skill_area_temp[0] = 0;
  4051. skill_area_temp[1] = bl->id;
  4052. skill_area_temp[2] = 0;
  4053. if( skill_id == WL_CRIMSONROCK ) {
  4054. skill_area_temp[4] = bl->x;
  4055. skill_area_temp[5] = bl->y;
  4056. }
  4057. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  4058. skill_area_temp[1] = 0;
  4059. if( skill_id == NC_VULCANARM )
  4060. if (sd) pc_overheat(sd,1);
  4061. // if skill damage should be split among targets, count them
  4062. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4063. //special case: Venom Splasher uses a different range for searching than for splashing
  4064. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4065. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4066. // recursive invocation of skill_castend_damage_id() with flag|1
  4067. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4068. if( skill_id == AS_SPLASHER ) {
  4069. map_freeblock_unlock(); // Don't consume a second gemstone.
  4070. return 0;
  4071. }
  4072. }
  4073. break;
  4074. case WL_COMET:
  4075. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4076. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4077. break;
  4078. case SM_MAGNUM:
  4079. case MS_MAGNUM:
  4080. if( flag&1 ) {
  4081. //Damage depends on distance, so add it to flag if it is > 1
  4082. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl));
  4083. }
  4084. break;
  4085. case KN_BRANDISHSPEAR:
  4086. case ML_BRANDISH:
  4087. //Coded apart for it needs the flag passed to the damage calculation.
  4088. if (skill_area_temp[1] != bl->id)
  4089. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4090. else
  4091. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4092. break;
  4093. case KN_BOWLINGBASH:
  4094. case MS_BOWLINGBASH:
  4095. {
  4096. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4097. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4098. c = (skill_lv-(flag&0xFFF)+1)/2;
  4099. // Determine the Bowling Bash area depending on configuration
  4100. if (battle_config.bowling_bash_area == 0) {
  4101. // Gutter line system
  4102. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4103. if(min_x < 0) min_x = 0;
  4104. max_x = min_x + 39;
  4105. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4106. if(min_y < 0) min_y = 0;
  4107. max_y = min_y + 39;
  4108. } else if (battle_config.bowling_bash_area == 1) {
  4109. // Gutter line system without demi gutter bug
  4110. min_x = src->x - (src->x)%40;
  4111. max_x = min_x + 39;
  4112. min_y = src->y - (src->y)%40;
  4113. max_y = min_y + 39;
  4114. } else {
  4115. // Area around caster
  4116. min_x = src->x - battle_config.bowling_bash_area;
  4117. max_x = src->x + battle_config.bowling_bash_area;
  4118. min_y = src->y - battle_config.bowling_bash_area;
  4119. max_y = src->y + battle_config.bowling_bash_area;
  4120. }
  4121. // Initialization, break checks, direction
  4122. if((flag&0xFFF) > 0) {
  4123. // Ignore monsters outside area
  4124. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4125. break;
  4126. // Ignore monsters already in list
  4127. if(idb_exists(bowling_db, bl->id))
  4128. break;
  4129. // Random direction
  4130. dir = rand()%8;
  4131. } else {
  4132. // Create an empty list of already hit targets
  4133. db_clear(bowling_db);
  4134. // Direction is walkpath
  4135. dir = (unit_getdir(src)+4)%8;
  4136. }
  4137. // Add current target to the list of already hit targets
  4138. idb_put(bowling_db, bl->id, bl);
  4139. // Keep moving target in direction square by square
  4140. tx = bl->x;
  4141. ty = bl->y;
  4142. for(i=0;i<c;i++) {
  4143. // Target coordinates (get changed even if knockback fails)
  4144. tx -= dirx[dir];
  4145. ty -= diry[dir];
  4146. // If target cell is a wall then break
  4147. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4148. break;
  4149. skill_blown(src,bl,1,dir,0);
  4150. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4151. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4152. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4153. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4154. // Recursive call
  4155. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4156. // Self-collision
  4157. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4158. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4159. break;
  4160. }
  4161. }
  4162. // Original hit or chain hit depending on flag
  4163. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4164. }
  4165. break;
  4166. case KN_SPEARSTAB:
  4167. if(flag&1) {
  4168. if (bl->id==skill_area_temp[1])
  4169. break;
  4170. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4171. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4172. } else {
  4173. int x=bl->x,y=bl->y,i,dir;
  4174. dir = map_calc_dir(bl,src->x,src->y);
  4175. skill_area_temp[1] = bl->id;
  4176. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4177. // all the enemies between the caster and the target are hit, as well as the target
  4178. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4179. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4180. for (i=0;i<4;i++) {
  4181. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4182. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4183. x += dirx[dir];
  4184. y += diry[dir];
  4185. }
  4186. }
  4187. break;
  4188. case TK_TURNKICK:
  4189. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4190. {
  4191. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4192. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4193. map_foreachinrange(skill_area_sub,bl,
  4194. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4195. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4196. skill_castend_nodamage_id);
  4197. }
  4198. break;
  4199. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4200. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4201. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4202. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4203. break;
  4204. case PR_TURNUNDEAD:
  4205. case ALL_RESURRECTION:
  4206. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4207. break;
  4208. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4209. break;
  4210. case MG_SOULSTRIKE:
  4211. case NPC_DARKSTRIKE:
  4212. case MG_COLDBOLT:
  4213. case MG_FIREBOLT:
  4214. case MG_LIGHTNINGBOLT:
  4215. case WZ_EARTHSPIKE:
  4216. case AL_HEAL:
  4217. case AL_HOLYLIGHT:
  4218. case WZ_JUPITEL:
  4219. case NPC_DARKTHUNDER:
  4220. case PR_ASPERSIO:
  4221. case MG_FROSTDIVER:
  4222. case WZ_SIGHTBLASTER:
  4223. case WZ_SIGHTRASHER:
  4224. case NJ_KOUENKA:
  4225. case NJ_HYOUSENSOU:
  4226. case NJ_HUUJIN:
  4227. case AB_ADORAMUS:
  4228. case AB_RENOVATIO:
  4229. case AB_HIGHNESSHEAL:
  4230. case AB_DUPLELIGHT_MAGIC:
  4231. case WM_METALICSOUND:
  4232. case KO_KAIHOU:
  4233. case MH_ERASER_CUTTER:
  4234. case RL_B_TRAP:
  4235. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4236. break;
  4237. case NPC_MAGICALATTACK:
  4238. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4239. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4240. break;
  4241. case HVAN_CAPRICE: //[blackhole89]
  4242. {
  4243. int ran=rnd()%4;
  4244. int sid = 0;
  4245. switch(ran)
  4246. {
  4247. case 0: sid=MG_COLDBOLT; break;
  4248. case 1: sid=MG_FIREBOLT; break;
  4249. case 2: sid=MG_LIGHTNINGBOLT; break;
  4250. case 3: sid=WZ_EARTHSPIKE; break;
  4251. }
  4252. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4253. }
  4254. break;
  4255. case WZ_WATERBALL:
  4256. {
  4257. int range = skill_lv / 2;
  4258. int maxlv = skill_get_max(skill_id); // learnable level
  4259. int count = 0;
  4260. int x, y;
  4261. struct skill_unit* unit;
  4262. if( skill_lv > maxlv )
  4263. {
  4264. if( src->type == BL_MOB && skill_lv == 10 )
  4265. range = 4;
  4266. else
  4267. range = maxlv / 2;
  4268. }
  4269. for( y = src->y - range; y <= src->y + range; ++y )
  4270. for( x = src->x - range; x <= src->x + range; ++x )
  4271. {
  4272. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4273. {
  4274. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4275. count++; // natural water cell
  4276. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  4277. {
  4278. count++; // skill-induced water cell
  4279. skill_delunit(unit); // consume cell
  4280. }
  4281. }
  4282. }
  4283. if( count > (10000/WATERBALL_INTERVAL)+1 ) //Waterball has a max duration of 10 seconds [Playtester]
  4284. count = (10000/WATERBALL_INTERVAL)+1;
  4285. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4286. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4287. }
  4288. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4289. break;
  4290. case PR_BENEDICTIO:
  4291. //Should attack undead and demons. [Skotlex]
  4292. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4293. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4294. break;
  4295. case SL_SMA:
  4296. status_change_end(src, SC_SMA, INVALID_TIMER);
  4297. case SL_STIN:
  4298. case SL_STUN:
  4299. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4300. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4302. break;
  4303. }
  4304. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4305. break;
  4306. case NPC_DARKBREATH:
  4307. clif_emotion(src,E_AG);
  4308. case SN_FALCONASSAULT:
  4309. case PA_PRESSURE:
  4310. case CR_ACIDDEMONSTRATION:
  4311. case TF_THROWSTONE:
  4312. #ifdef RENEWAL
  4313. case ASC_BREAKER:
  4314. #endif
  4315. case NPC_SMOKING:
  4316. case GS_FLING:
  4317. case NJ_ZENYNAGE:
  4318. case GN_THORNS_TRAP:
  4319. case GN_HELLS_PLANT_ATK:
  4320. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4321. break;
  4322. #ifdef RENEWAL
  4323. case NJ_ISSEN: {
  4324. short x, y;
  4325. short dir = map_calc_dir(src, bl->x, bl->y);
  4326. // Move 2 cells (From target)
  4327. if (dir > 0 && dir < 4)
  4328. x = -2;
  4329. else if (dir > 4)
  4330. x = 2;
  4331. else
  4332. x = 0;
  4333. if (dir > 2 && dir < 6)
  4334. y = -2;
  4335. else if (dir == 7 || dir < 2)
  4336. y = 2;
  4337. else
  4338. y = 0;
  4339. // Doesn't have slide effect in GVG
  4340. if (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x + x, bl->y + y, 1, 1)) {
  4341. clif_blown(src);
  4342. clif_spiritball(src);
  4343. }
  4344. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4345. status_set_hp(src, max(status_get_max_hp(src) / 100, 1), 0);
  4346. status_change_end(src, SC_NEN, INVALID_TIMER);
  4347. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4348. }
  4349. break;
  4350. #endif
  4351. case RK_DRAGONBREATH_WATER:
  4352. case RK_DRAGONBREATH: {
  4353. struct status_change *tsc2 = NULL;
  4354. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4355. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4356. } else
  4357. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4358. }
  4359. break;
  4360. case NPC_SELFDESTRUCTION: {
  4361. struct status_change *tsc2 = NULL;
  4362. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4363. break;
  4364. }
  4365. case HVAN_EXPLOSION:
  4366. if (src != bl)
  4367. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4368. break;
  4369. // Celest
  4370. case PF_SOULBURN:
  4371. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4372. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4373. if (skill_lv == 5)
  4374. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4375. status_percent_damage(src, bl, 0, 100, false);
  4376. } else {
  4377. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4378. if (skill_lv == 5)
  4379. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4380. status_percent_damage(src, src, 0, 100, false);
  4381. }
  4382. break;
  4383. case NPC_BLOODDRAIN:
  4384. case NPC_ENERGYDRAIN:
  4385. {
  4386. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4387. src, src, bl, skill_id, skill_lv, tick, flag);
  4388. if (heal > 0){
  4389. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4390. status_heal(src, heal, 0, 0);
  4391. }
  4392. }
  4393. break;
  4394. case GS_BULLSEYE:
  4395. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4396. break;
  4397. case NJ_KASUMIKIRI:
  4398. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4399. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4400. break;
  4401. case NJ_KIRIKAGE:
  4402. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4403. { //You don't move on GVG grounds.
  4404. short x, y;
  4405. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4406. if (unit_movepos(src, x, y, 0, 0)) {
  4407. clif_blown(src);
  4408. }
  4409. }
  4410. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4411. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4412. break;
  4413. case RK_HUNDREDSPEAR:
  4414. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4415. if(rnd()%100 < (10 + 3*skill_lv)) {
  4416. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4417. if( !skill_req )
  4418. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4419. skill_blown(src,bl,6,-1,0);
  4420. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4421. }
  4422. break;
  4423. case RK_PHANTOMTHRUST:
  4424. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4425. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4426. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4427. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4428. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4429. break;
  4430. case RK_STORMBLAST:
  4431. if( flag&1 )
  4432. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4433. else {
  4434. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4435. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  4436. }
  4437. break;
  4438. case GC_DARKILLUSION:
  4439. {
  4440. short x, y;
  4441. short dir = map_calc_dir(src,bl->x,bl->y);
  4442. if( dir > 0 && dir < 4) x = 2;
  4443. else if( dir > 4 ) x = -2;
  4444. else x = 0;
  4445. if( dir > 2 && dir < 6 ) y = 2;
  4446. else if( dir == 7 || dir < 2 ) y = -2;
  4447. else y = 0;
  4448. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4449. clif_blown(src);
  4450. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4451. if( rnd()%100 < 4 * skill_lv )
  4452. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4453. }
  4454. }
  4455. break;
  4456. case GC_WEAPONCRUSH:
  4457. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4458. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4459. else if( sd )
  4460. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4461. break;
  4462. case GC_CROSSRIPPERSLASHER:
  4463. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4464. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4465. else
  4466. {
  4467. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4468. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4469. }
  4470. break;
  4471. case GC_PHANTOMMENACE:
  4472. if( flag&1 )
  4473. { // Only Hits Invisible Targets
  4474. struct status_change *tsc2 = status_get_sc(bl);
  4475. if(tsc2 && (tsc2->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc2->data[SC__INVISIBILITY]) )
  4476. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4477. }
  4478. break;
  4479. case WL_CHAINLIGHTNING:
  4480. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4481. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4482. break;
  4483. case WL_DRAINLIFE:
  4484. {
  4485. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4486. int rate = 70 + 5 * skill_lv;
  4487. heal = heal * (5 + 5 * skill_lv) / 100;
  4488. if( bl->type == BL_SKILL )
  4489. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4490. if( heal && rnd()%100 < rate )
  4491. {
  4492. status_heal(src, heal, 0, 0);
  4493. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4494. }
  4495. }
  4496. break;
  4497. case WL_TETRAVORTEX:
  4498. if( sd && sc ) { // No SC? No spheres
  4499. int spheres[5] = { 0, 0, 0, 0, 0 },
  4500. positions[5] = {-1,-1,-1,-1,-1 },
  4501. i, j = 0, k, subskill = 0;
  4502. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4503. if( sc->data[i] ) {
  4504. spheres[j] = i;
  4505. positions[j] = sc->data[i]->val2;
  4506. j++;
  4507. }
  4508. // Sphere Sort, this time from new to old
  4509. for( i = 0; i <= j - 2; i++ )
  4510. for( k = i + 1; k <= j - 1; k++ )
  4511. if( positions[i] < positions[k] ) {
  4512. swap(positions[i],positions[k]);
  4513. swap(spheres[i],spheres[k]);
  4514. }
  4515. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4516. status_change_end(src, spheres[4], INVALID_TIMER);
  4517. j = 4;
  4518. }
  4519. k = 0;
  4520. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4521. switch( sc->data[spheres[i]]->val1 ) {
  4522. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4523. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4524. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4525. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4526. }
  4527. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4528. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4529. status_change_end(src, spheres[i], INVALID_TIMER);
  4530. }
  4531. }
  4532. break;
  4533. case WL_RELEASE:
  4534. if( sd )
  4535. {
  4536. int i;
  4537. // Priority is to release SpellBook
  4538. if( sc && sc->data[SC_READING_SB] )
  4539. { // SpellBook
  4540. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4541. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4542. int cooldown;
  4543. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4544. if( sc->data[i] ) spell[s++] = i;
  4545. if ( s == 0 )
  4546. break;
  4547. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4548. if(sc->data[i] ){// Now extract the data from the preserved spell
  4549. pres_skill_id = sc->data[i]->val1;
  4550. pres_skill_lv = sc->data[i]->val2;
  4551. point = sc->data[i]->val3;
  4552. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4553. }else //something went wrong :(
  4554. break;
  4555. if( sc->data[SC_READING_SB]->val2 > point )
  4556. sc->data[SC_READING_SB]->val2 -= point;
  4557. else // Last spell to be released
  4558. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4559. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4560. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4561. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4562. break;
  4563. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4564. skill_toggle_magicpower(src, pres_skill_id);
  4565. switch( skill_get_casttype(pres_skill_id) )
  4566. {
  4567. case CAST_GROUND:
  4568. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4569. break;
  4570. case CAST_NODAMAGE:
  4571. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4572. break;
  4573. case CAST_DAMAGE:
  4574. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4575. break;
  4576. }
  4577. sd->ud.canact_tick = tick + skill_delayfix(src, pres_skill_id, pres_skill_lv);
  4578. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4579. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4580. if( cooldown )
  4581. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4582. }
  4583. else
  4584. { // Summon Balls
  4585. int j = 0, k;
  4586. int spheres[5] = { 0, 0, 0, 0, 0 },
  4587. positions[5] = {-1,-1,-1,-1,-1 };
  4588. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4589. if( sc && sc->data[i] )
  4590. {
  4591. spheres[j] = i;
  4592. positions[j] = sc->data[i]->val2;
  4593. sc->data[i]->val2--; // Prepares for next position
  4594. j++;
  4595. }
  4596. if( j == 0 )
  4597. { // No Spheres
  4598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4599. break;
  4600. }
  4601. // Sphere Sort
  4602. for( i = 0; i <= j - 2; i++ )
  4603. for( k = i + 1; k <= j - 1; k++ )
  4604. if( positions[i] > positions[k] )
  4605. {
  4606. swap(positions[i],positions[k]);
  4607. swap(spheres[i],spheres[k]);
  4608. }
  4609. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4610. for( i = 0; i < j; i++ )
  4611. {
  4612. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4613. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4614. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4615. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4616. }
  4617. clif_skill_nodamage(src,bl,skill_id,0,1);
  4618. }
  4619. }
  4620. break;
  4621. case WL_FROSTMISTY:
  4622. // Causes Freezing status through walls.
  4623. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4624. // Doesn't deal damage through non-shootable walls.
  4625. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  4626. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4627. break;
  4628. case WL_HELLINFERNO:
  4629. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4630. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4631. break;
  4632. case RA_WUGSTRIKE:
  4633. if( sd && pc_isridingwug(sd) ){
  4634. short x[8]={0,-1,-1,-1,0,1,1,1};
  4635. short y[8]={1,1,0,-1,-1,-1,0,1};
  4636. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4637. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4638. clif_blown(src);
  4639. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4640. }
  4641. break;
  4642. }
  4643. case RA_WUGBITE:
  4644. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4645. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4646. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4647. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4648. break;
  4649. case RA_SENSITIVEKEEN:
  4650. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4651. struct status_change * tsc2 = status_get_sc(bl);
  4652. if( tsc2 && tsc2->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4653. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4654. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4655. }
  4656. }
  4657. else
  4658. {
  4659. struct skill_unit *su = NULL;
  4660. struct skill_unit_group* sg;
  4661. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4662. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4663. {
  4664. struct item item_tmp;
  4665. memset(&item_tmp,0,sizeof(item_tmp));
  4666. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4667. item_tmp.identify = 1;
  4668. if( item_tmp.nameid )
  4669. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4670. }
  4671. skill_delunit(su);
  4672. }
  4673. }
  4674. break;
  4675. case NC_INFRAREDSCAN:
  4676. if( flag&1 )
  4677. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4678. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4679. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4680. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4681. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4682. }
  4683. else
  4684. {
  4685. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4686. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4687. if( sd ) pc_overheat(sd,1);
  4688. }
  4689. break;
  4690. case NC_MAGNETICFIELD:
  4691. if( flag&1 && !map[src->m].flag.pvp ) // Doesn't affect enemies on PvP maps
  4692. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4693. break;
  4694. case SC_FATALMENACE:
  4695. if( flag&1 )
  4696. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4697. else
  4698. {
  4699. short x, y;
  4700. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4701. // Destination area
  4702. skill_area_temp[4] = x;
  4703. skill_area_temp[5] = y;
  4704. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4705. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4706. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4707. }
  4708. break;
  4709. case LG_PINPOINTATTACK:
  4710. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4711. clif_blown(src);
  4712. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4713. break;
  4714. case LG_SHIELDSPELL:
  4715. if (skill_lv == 1)
  4716. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4717. else if (skill_lv == 2)
  4718. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4719. break;
  4720. case SR_DRAGONCOMBO:
  4721. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4722. break;
  4723. case SR_KNUCKLEARROW:
  4724. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4725. dir_ka = map_calc_dir(bl, src->x, src->y);
  4726. // Has slide effect even in GVG
  4727. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4728. clif_blown(src);
  4729. if( flag&1 )
  4730. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4731. else
  4732. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4733. break;
  4734. case SR_HOWLINGOFLION:
  4735. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4736. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4737. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4738. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4739. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4740. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4741. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4742. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4743. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4744. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4745. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4746. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4747. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4748. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4749. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4750. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4751. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4752. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4753. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4754. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4755. break;
  4756. case SR_EARTHSHAKER:
  4757. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4758. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4759. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4760. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4761. } else {
  4762. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4763. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4764. }
  4765. break;
  4766. case SR_TIGERCANNON:
  4767. if ( flag&1 ) {
  4768. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4769. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4770. } else if ( sd ) {
  4771. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4772. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4773. if (sd)
  4774. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4775. break;
  4776. }
  4777. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4778. }
  4779. break;
  4780. case SO_POISON_BUSTER: {
  4781. struct status_change *tsc2 = status_get_sc(bl);
  4782. if( tsc2 && tsc2->data[SC_POISON] ) {
  4783. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4784. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4785. }
  4786. else if( sd )
  4787. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4788. }
  4789. break;
  4790. case GN_SPORE_EXPLOSION:
  4791. if( flag&1 )
  4792. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4793. else {
  4794. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4795. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4796. }
  4797. break;
  4798. case GN_DEMONIC_FIRE:
  4799. case GN_FIRE_EXPANSION_ACID:
  4800. if (flag&1)
  4801. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4802. break;
  4803. case KO_JYUMONJIKIRI: {
  4804. short x, y;
  4805. short dir = map_calc_dir(src,bl->x,bl->y);
  4806. if (dir > 0 && dir < 4)
  4807. x = 2;
  4808. else if (dir > 4)
  4809. x = -2;
  4810. else
  4811. x = 0;
  4812. if (dir > 2 && dir < 6)
  4813. y = 2;
  4814. else if (dir == 7 || dir < 2)
  4815. y = -2;
  4816. else
  4817. y = 0;
  4818. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  4819. clif_blown(src);
  4820. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4821. }
  4822. }
  4823. break;
  4824. case EL_FIRE_BOMB:
  4825. case EL_FIRE_WAVE:
  4826. case EL_WATER_SCREW:
  4827. case EL_HURRICANE:
  4828. case EL_TYPOON_MIS:
  4829. if( flag&1 )
  4830. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4831. else {
  4832. int i = skill_get_splash(skill_id,skill_lv);
  4833. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4834. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4835. if( rnd()%100 < 30 )
  4836. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4837. else
  4838. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4839. }
  4840. break;
  4841. case EL_ROCK_CRUSHER:
  4842. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4843. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4844. if( rnd()%100 < 50 )
  4845. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4846. else
  4847. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4848. break;
  4849. case EL_STONE_RAIN:
  4850. if( flag&1 )
  4851. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4852. else {
  4853. int i = skill_get_splash(skill_id,skill_lv);
  4854. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4855. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4856. if( rnd()%100 < 30 )
  4857. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4858. else
  4859. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4860. }
  4861. break;
  4862. case EL_FIRE_ARROW:
  4863. case EL_ICE_NEEDLE:
  4864. case EL_WIND_SLASH:
  4865. case EL_STONE_HAMMER:
  4866. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4867. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4868. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4869. break;
  4870. case EL_TIDAL_WEAPON:
  4871. if( src->type == BL_ELEM ) {
  4872. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4873. struct status_change *sc2 = status_get_sc(&ele->bl);
  4874. struct status_change *tsc2 = status_get_sc(bl);
  4875. sc_type type = status_skill2sc(skill_id), type2;
  4876. type2 = type-1;
  4877. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4878. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4879. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  4880. elemental_clean_single_effect(ele, skill_id);
  4881. }
  4882. if( rnd()%100 < 50 )
  4883. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4884. else {
  4885. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4886. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4887. }
  4888. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4889. }
  4890. break;
  4891. //recursive homon skill
  4892. case MH_MAGMA_FLOW:
  4893. case MH_HEILIGE_STANGE:
  4894. if(flag&1){
  4895. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  4896. break;//chance to not trigger atk for magma
  4897. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4898. }
  4899. else
  4900. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4901. break;
  4902. case MH_STAHL_HORN:
  4903. case MH_NEEDLE_OF_PARALYZE:
  4904. case MH_SONIC_CRAW:
  4905. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4906. break;
  4907. case MH_MIDNIGHT_FRENZY:
  4908. case MH_SILVERVEIN_RUSH:
  4909. {
  4910. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4911. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4912. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4913. }
  4914. break;
  4915. case MH_TINDER_BREAKER:
  4916. case MH_CBC:
  4917. case MH_EQC:
  4918. {
  4919. int duration = 0;
  4920. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4921. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4922. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4923. clif_blown(src);
  4924. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4925. }
  4926. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4927. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4928. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4929. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4930. }
  4931. break;
  4932. case RL_H_MINE:
  4933. if (!(flag&1)) {
  4934. // Direct attack
  4935. if (!sd || !sd->flicker) {
  4936. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  4937. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4938. break;
  4939. }
  4940. // Triggered by RL_FLICKER
  4941. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4942. // Splash damage around it!
  4943. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  4944. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4945. flag |= 1; // Don't consume requirement
  4946. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  4947. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  4948. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  4949. }
  4950. }
  4951. else
  4952. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4953. if (sd && sd->flicker)
  4954. flag |= 1; // Don't consume requirement
  4955. break;
  4956. case RL_HAMMER_OF_GOD:
  4957. if (!(flag&1)) {
  4958. if (!sd) {
  4959. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4960. break;
  4961. }
  4962. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  4963. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  4964. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  4965. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4966. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  4967. }
  4968. }
  4969. else
  4970. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4971. if ((flag&8))
  4972. flag |= 1;
  4973. break;
  4974. case RL_QD_SHOT:
  4975. case RL_D_TAIL:
  4976. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  4977. int sflag = flag;
  4978. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  4979. break;
  4980. if (flag&1)
  4981. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  4982. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4983. if (sd) {
  4984. if (skill_id != RL_D_TAIL)
  4985. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  4986. }
  4987. }
  4988. break;
  4989. case 0:/* no skill - basic/normal attack */
  4990. if(sd) {
  4991. if (flag & 3){
  4992. if (bl->id != skill_area_temp[1])
  4993. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4994. } else {
  4995. skill_area_temp[1] = bl->id;
  4996. map_foreachinrange(skill_area_sub, bl,
  4997. sd->bonus.splash_range, BL_CHAR,
  4998. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4999. skill_castend_damage_id);
  5000. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5001. }
  5002. }
  5003. break;
  5004. default:
  5005. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5006. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5007. 0, abs(skill_get_num(skill_id, skill_lv)),
  5008. skill_id, skill_lv, skill_get_hit(skill_id));
  5009. map_freeblock_unlock();
  5010. return 1;
  5011. }
  5012. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5013. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5014. map_freeblock_unlock();
  5015. if( sd && !(flag&1) )
  5016. {// ensure that the skill last-cast tick is recorded
  5017. sd->canskill_tick = gettick();
  5018. if( sd->state.arrow_atk )
  5019. {// consume arrow on last invocation to this skill.
  5020. battle_consume_ammo(sd, skill_id, skill_lv);
  5021. }
  5022. // perform skill requirement consumption
  5023. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5024. }
  5025. return 0;
  5026. }
  5027. /*==========================================
  5028. *
  5029. *------------------------------------------*/
  5030. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5031. {
  5032. struct map_session_data *sd, *dstsd;
  5033. struct mob_data *md, *dstmd;
  5034. struct homun_data *hd;
  5035. struct mercenary_data *mer;
  5036. struct status_data *sstatus, *tstatus;
  5037. struct status_change *tsc;
  5038. struct status_change_entry *tsce;
  5039. int chorusbonus = 0;
  5040. int i = 0;
  5041. enum sc_type type;
  5042. if(skill_id > 0 && !skill_lv) return 0; // celest
  5043. nullpo_retr(1, src);
  5044. nullpo_retr(1, bl);
  5045. if (src->m != bl->m)
  5046. return 1;
  5047. sd = BL_CAST(BL_PC, src);
  5048. hd = BL_CAST(BL_HOM, src);
  5049. md = BL_CAST(BL_MOB, src);
  5050. mer = BL_CAST(BL_MER, src);
  5051. dstsd = BL_CAST(BL_PC, bl);
  5052. dstmd = BL_CAST(BL_MOB, bl);
  5053. if(bl->prev == NULL)
  5054. return 1;
  5055. if(status_isdead(src))
  5056. return 1;
  5057. if( src != bl && status_isdead(bl) ) {
  5058. switch( skill_id ) { // Skills that may be cast on dead targets
  5059. case NPC_WIDESOULDRAIN:
  5060. case PR_REDEMPTIO:
  5061. case ALL_RESURRECTION:
  5062. case WM_DEADHILLHERE:
  5063. break;
  5064. default:
  5065. return 1;
  5066. }
  5067. }
  5068. tstatus = status_get_status_data(bl);
  5069. sstatus = status_get_status_data(src);
  5070. // Minstrel/Wanderer number check for chorus skills.
  5071. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5072. if( sd && sd->status.party_id ) {
  5073. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5074. if( chorusbonus > 7 )
  5075. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5076. else if( chorusbonus > 2 )
  5077. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5078. }
  5079. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5080. switch (skill_id) {
  5081. case HLIF_HEAL: //[orn]
  5082. if (bl->type != BL_HOM) {
  5083. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5084. break ;
  5085. }
  5086. case AL_HEAL:
  5087. case ALL_RESURRECTION:
  5088. case PR_ASPERSIO:
  5089. case AB_RENOVATIO:
  5090. case AB_HIGHNESSHEAL:
  5091. //Apparently only player casted skills can be offensive like this.
  5092. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5093. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5094. //Offensive heal does not works on non-enemies. [Skotlex]
  5095. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5096. return 0;
  5097. }
  5098. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5099. }
  5100. break;
  5101. case SO_ELEMENTAL_SHIELD: {
  5102. struct party_data *p;
  5103. short ret = 0;
  5104. int x0, y0, x1, y1, range;
  5105. if(sd == NULL || !sd->ed)
  5106. break;
  5107. if((p = party_search(sd->status.party_id)) == NULL)
  5108. break;
  5109. range = skill_get_splash(skill_id,skill_lv);
  5110. x0 = sd->bl.x - range;
  5111. y0 = sd->bl.y - range;
  5112. x1 = sd->bl.x + range;
  5113. y1 = sd->bl.y + range;
  5114. elemental_delete(sd->ed,0);
  5115. if(!skill_check_unit_range(src,src->x,src->y,skill_id,skill_lv))
  5116. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag);
  5117. for(i = 0; i < MAX_PARTY; i++) {
  5118. struct map_session_data *psd = p->data[i].sd;
  5119. if(!psd)
  5120. continue;
  5121. if(psd->bl.m != sd->bl.m || !psd->bl.prev)
  5122. continue;
  5123. if(range && (psd->bl.x < x0 || psd->bl.y < y0 ||
  5124. psd->bl.x > x1 || psd->bl.y > y1))
  5125. continue;
  5126. if(!skill_check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv))
  5127. ret |= skill_castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag);
  5128. }
  5129. return ret;
  5130. }
  5131. break;
  5132. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5133. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5134. case MH_STEINWAND: {
  5135. struct block_list *s_src = battle_get_master(src);
  5136. short ret = 0;
  5137. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5138. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5139. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5140. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5141. if (hd)
  5142. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5143. return ret;
  5144. }
  5145. break;
  5146. default:
  5147. //Skill is actually ground placed.
  5148. if (src == bl && skill_get_unit_id(skill_id,0))
  5149. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5150. }
  5151. type = status_skill2sc(skill_id);
  5152. tsc = status_get_sc(bl);
  5153. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5154. if (src!=bl && type > -1 &&
  5155. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5156. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5157. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5158. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5159. map_freeblock_lock();
  5160. switch(skill_id)
  5161. {
  5162. case HLIF_HEAL: //[orn]
  5163. case AL_HEAL:
  5164. case AB_HIGHNESSHEAL:
  5165. {
  5166. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5167. int heal_get_jobexp;
  5168. if( status_isimmune(bl) ||
  5169. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5170. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5171. heal=0;
  5172. if( tsc && tsc->count ) {
  5173. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5174. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5175. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5176. if (src == bl)
  5177. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5178. else {
  5179. bl = src;
  5180. dstsd = sd;
  5181. }
  5182. }
  5183. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5184. heal = 0; //Needed so that it actually displays 0 when healing.
  5185. }
  5186. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5187. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5188. heal = ~heal + 1;
  5189. heal_get_jobexp = status_heal(bl,heal,0,0);
  5190. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5191. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5192. if (heal_get_jobexp <= 0)
  5193. heal_get_jobexp = 1;
  5194. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5195. }
  5196. }
  5197. break;
  5198. case PR_REDEMPTIO:
  5199. if (sd && !(flag&1)) {
  5200. if (sd->status.party_id == 0) {
  5201. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5202. break;
  5203. }
  5204. skill_area_temp[0] = 0;
  5205. party_foreachsamemap(skill_area_sub,
  5206. sd,skill_get_splash(skill_id, skill_lv),
  5207. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5208. skill_castend_nodamage_id);
  5209. if (skill_area_temp[0] == 0) {
  5210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5211. break;
  5212. }
  5213. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5214. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5215. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5216. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5217. clif_updatestatus(sd,SP_BASEEXP);
  5218. clif_updatestatus(sd,SP_JOBEXP);
  5219. }
  5220. status_set_hp(src, 1, 0);
  5221. status_set_sp(src, 0, 0);
  5222. break;
  5223. } else if (status_isdead(bl) && flag&1) { //Revive
  5224. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5225. skill_lv = 3; //Resurrection level 3 is used
  5226. } else //Invalid target, skip resurrection.
  5227. break;
  5228. case ALL_RESURRECTION:
  5229. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5230. { //No reviving in WoE grounds!
  5231. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5232. break;
  5233. }
  5234. if (!status_isdead(bl))
  5235. break;
  5236. {
  5237. int per = 0, sper = 0;
  5238. if (tsc && tsc->data[SC_HELLPOWER])
  5239. break;
  5240. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5241. break;
  5242. switch(skill_lv){
  5243. case 1: per=10; break;
  5244. case 2: per=30; break;
  5245. case 3: per=50; break;
  5246. case 4: per=80; break;
  5247. }
  5248. if(dstsd && dstsd->special_state.restart_full_recover)
  5249. per = sper = 100;
  5250. if (status_revive(bl, per, sper))
  5251. {
  5252. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5253. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5254. {
  5255. int exp = 0,jexp = 0;
  5256. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5257. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5258. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5259. if (exp < 1) exp = 1;
  5260. }
  5261. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5262. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5263. if (jexp < 1) jexp = 1;
  5264. }
  5265. if(exp > 0 || jexp > 0)
  5266. pc_gainexp (sd, bl, exp, jexp, false);
  5267. }
  5268. }
  5269. }
  5270. break;
  5271. case AL_DECAGI:
  5272. case MER_DECAGI:
  5273. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5274. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5275. break;
  5276. case AL_CRUCIS:
  5277. if (flag&1)
  5278. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5279. else {
  5280. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5281. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5282. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5283. }
  5284. break;
  5285. case PR_LEXDIVINA:
  5286. case MER_LEXDIVINA:
  5287. if( tsce )
  5288. status_change_end(bl,type, INVALID_TIMER);
  5289. else
  5290. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5291. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5292. break;
  5293. case SA_ABRACADABRA:
  5294. if (!skill_abra_count) {
  5295. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5296. break;
  5297. }
  5298. else {
  5299. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5300. do {
  5301. i = rnd() % MAX_SKILL_ABRA_DB;
  5302. abra_skill_id = skill_abra_db[i].skill_id;
  5303. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5304. } while ( checked++ < checked_max &&
  5305. (abra_skill_id == 0 ||
  5306. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5307. if (!skill_get_index(abra_skill_id))
  5308. break;
  5309. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5310. if( sd )
  5311. {// player-casted
  5312. sd->state.abra_flag = 1;
  5313. sd->skillitem = abra_skill_id;
  5314. sd->skillitemlv = abra_skill_lv;
  5315. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5316. }
  5317. else
  5318. {// mob-casted
  5319. struct unit_data *ud = unit_bl2ud(src);
  5320. int inf = skill_get_inf(abra_skill_id);
  5321. if (!ud) break;
  5322. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5323. if (src->type == BL_PET)
  5324. bl = (struct block_list*)((TBL_PET*)src)->master;
  5325. if (!bl) bl = src;
  5326. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5327. } else { //Assume offensive skills
  5328. int target_id = 0;
  5329. if (ud->target)
  5330. target_id = ud->target;
  5331. else switch (src->type) {
  5332. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5333. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5334. }
  5335. if (!target_id)
  5336. break;
  5337. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5338. bl = map_id2bl(target_id);
  5339. if (!bl) bl = src;
  5340. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5341. } else
  5342. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5343. }
  5344. }
  5345. }
  5346. break;
  5347. case SA_COMA:
  5348. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5349. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5350. break;
  5351. case SA_FULLRECOVERY:
  5352. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5353. if (status_isimmune(bl))
  5354. break;
  5355. status_percent_heal(bl, 100, 100);
  5356. break;
  5357. case NPC_ALLHEAL:
  5358. {
  5359. int heal;
  5360. if( status_isimmune(bl) )
  5361. break;
  5362. heal = status_percent_heal(bl, 100, 0);
  5363. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5364. if( dstmd )
  5365. { // Reset Damage Logs
  5366. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5367. dstmd->tdmg = 0;
  5368. }
  5369. }
  5370. break;
  5371. case SA_SUMMONMONSTER:
  5372. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5373. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5374. break;
  5375. case SA_LEVELUP:
  5376. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5377. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5378. break;
  5379. case SA_INSTANTDEATH:
  5380. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5381. status_kill(src);
  5382. break;
  5383. case SA_QUESTION:
  5384. clif_emotion(src,E_WHAT);
  5385. case SA_GRAVITY:
  5386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5387. break;
  5388. case SA_CLASSCHANGE:
  5389. case SA_MONOCELL:
  5390. if (dstmd)
  5391. {
  5392. int class_;
  5393. if ( sd && dstmd->status.mode&MD_BOSS )
  5394. {
  5395. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5396. break;
  5397. }
  5398. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5399. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5400. mob_class_change(dstmd,class_);
  5401. if( tsc && dstmd->status.mode&MD_BOSS )
  5402. {
  5403. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  5404. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5405. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5406. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5407. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5408. }
  5409. }
  5410. break;
  5411. case SA_DEATH:
  5412. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5413. {
  5414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5415. break;
  5416. }
  5417. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5418. status_kill(bl);
  5419. break;
  5420. case SA_REVERSEORCISH:
  5421. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5422. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5423. break;
  5424. case SA_FORTUNE:
  5425. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5426. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5427. break;
  5428. case SA_TAMINGMONSTER:
  5429. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5430. if (sd && dstmd) {
  5431. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5432. if( i < MAX_PET_DB )
  5433. pet_catch_process1(sd, dstmd->mob_id);
  5434. }
  5435. break;
  5436. case CR_PROVIDENCE:
  5437. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5438. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5440. map_freeblock_unlock();
  5441. return 1;
  5442. }
  5443. }
  5444. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5445. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5446. break;
  5447. case CG_MARIONETTE:
  5448. {
  5449. struct status_change* sc = status_get_sc(src);
  5450. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5451. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5452. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5453. map_freeblock_unlock();
  5454. return 1;
  5455. }
  5456. if( sc && tsc )
  5457. {
  5458. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5459. {
  5460. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5461. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5463. }
  5464. else
  5465. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5466. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5467. {
  5468. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5469. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5470. }
  5471. else
  5472. {
  5473. if( sd )
  5474. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5475. map_freeblock_unlock();
  5476. return 1;
  5477. }
  5478. }
  5479. }
  5480. break;
  5481. case RG_CLOSECONFINE:
  5482. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5483. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5484. break;
  5485. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5486. case SA_FROSTWEAPON:
  5487. case SA_LIGHTNINGLOADER:
  5488. case SA_SEISMICWEAPON:
  5489. if (dstsd) {
  5490. if(dstsd->status.weapon == W_FIST ||
  5491. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5492. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5493. dstsd->sc.data[SC_FIREWEAPON] ||
  5494. dstsd->sc.data[SC_WATERWEAPON] ||
  5495. dstsd->sc.data[SC_WINDWEAPON] ||
  5496. dstsd->sc.data[SC_EARTHWEAPON] ||
  5497. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5498. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5499. dstsd->sc.data[SC_ENCPOISON]
  5500. ))
  5501. ) {
  5502. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5503. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5504. break;
  5505. }
  5506. }
  5507. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5508. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5509. if (sd)
  5510. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5511. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5512. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5513. }
  5514. break;
  5515. case PR_ASPERSIO:
  5516. if (sd && dstmd) {
  5517. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5518. break;
  5519. }
  5520. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5521. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5522. break;
  5523. case ITEM_ENCHANTARMS:
  5524. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5525. sc_start2(src,bl,type,100,skill_lv,
  5526. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5527. break;
  5528. case TK_SEVENWIND:
  5529. switch(skill_get_ele(skill_id,skill_lv)) {
  5530. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5531. case ELE_WIND : type = SC_WINDWEAPON; break;
  5532. case ELE_WATER : type = SC_WATERWEAPON; break;
  5533. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5534. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5535. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5536. case ELE_HOLY : type = SC_ASPERSIO; break;
  5537. }
  5538. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5539. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5540. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5541. break;
  5542. case PR_KYRIE:
  5543. case MER_KYRIE:
  5544. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5545. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5546. break;
  5547. //Passive Magnum, should had been casted on yourself.
  5548. case SM_MAGNUM:
  5549. case MS_MAGNUM:
  5550. skill_area_temp[1] = 0;
  5551. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5552. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5553. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5554. // Initiate 20% of your damage becomes fire element.
  5555. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5556. if( sd )
  5557. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5558. else if( bl->type == BL_MER )
  5559. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5560. break;
  5561. case TK_JUMPKICK:
  5562. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5563. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5564. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5565. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5566. clif_blown(src);
  5567. }
  5568. } else
  5569. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5570. break;
  5571. case AL_INCAGI:
  5572. case AL_BLESSING:
  5573. case MER_INCAGI:
  5574. case MER_BLESSING:
  5575. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5576. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5577. break;
  5578. }
  5579. case PR_SLOWPOISON:
  5580. case PR_IMPOSITIO:
  5581. case PR_LEXAETERNA:
  5582. case PR_SUFFRAGIUM:
  5583. case PR_BENEDICTIO:
  5584. case LK_BERSERK:
  5585. case MS_BERSERK:
  5586. case KN_TWOHANDQUICKEN:
  5587. case KN_ONEHAND:
  5588. case MER_QUICKEN:
  5589. case CR_SPEARQUICKEN:
  5590. case CR_REFLECTSHIELD:
  5591. case MS_REFLECTSHIELD:
  5592. case AS_POISONREACT:
  5593. case MC_LOUD:
  5594. case MG_ENERGYCOAT:
  5595. case MO_EXPLOSIONSPIRITS:
  5596. case MO_STEELBODY:
  5597. case MO_BLADESTOP:
  5598. case LK_AURABLADE:
  5599. case LK_PARRYING:
  5600. case MS_PARRYING:
  5601. case LK_CONCENTRATION:
  5602. case WS_CARTBOOST:
  5603. case SN_SIGHT:
  5604. case WS_MELTDOWN:
  5605. case WS_OVERTHRUSTMAX:
  5606. case ST_REJECTSWORD:
  5607. case HW_MAGICPOWER:
  5608. case PF_MEMORIZE:
  5609. case PA_SACRIFICE:
  5610. case ASC_EDP:
  5611. case PF_DOUBLECASTING:
  5612. case SG_SUN_COMFORT:
  5613. case SG_MOON_COMFORT:
  5614. case SG_STAR_COMFORT:
  5615. case NPC_HALLUCINATION:
  5616. case GS_MADNESSCANCEL:
  5617. case GS_ADJUSTMENT:
  5618. case GS_INCREASING:
  5619. case NJ_KASUMIKIRI:
  5620. case NJ_UTSUSEMI:
  5621. case NJ_NEN:
  5622. case NPC_DEFENDER:
  5623. case NPC_MAGICMIRROR:
  5624. case ST_PRESERVE:
  5625. case NPC_INVINCIBLE:
  5626. case NPC_INVINCIBLEOFF:
  5627. case RK_DEATHBOUND:
  5628. case AB_RENOVATIO:
  5629. case AB_EXPIATIO:
  5630. case AB_DUPLELIGHT:
  5631. case AB_SECRAMENT:
  5632. case NC_ACCELERATION:
  5633. case NC_HOVERING:
  5634. case NC_SHAPESHIFT:
  5635. case WL_RECOGNIZEDSPELL:
  5636. case GC_VENOMIMPRESS:
  5637. case SC_DEADLYINFECT:
  5638. case LG_EXEEDBREAK:
  5639. case LG_PRESTIGE:
  5640. case SR_CRESCENTELBOW:
  5641. case SR_LIGHTNINGWALK:
  5642. case GN_CARTBOOST:
  5643. case KO_MEIKYOUSISUI:
  5644. case ALL_ODINS_POWER:
  5645. case ALL_FULL_THROTTLE:
  5646. case RA_UNLIMIT:
  5647. case WL_TELEKINESIS_INTENSE:
  5648. case RL_HEAT_BARREL:
  5649. case RL_P_ALTER:
  5650. case RL_E_CHAIN:
  5651. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5652. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5653. break;
  5654. case KN_AUTOCOUNTER:
  5655. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5656. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5657. break;
  5658. case SO_STRIKING:
  5659. if (sd) {
  5660. int bonus = 8 + 2 * skill_lv;
  5661. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5662. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5663. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5664. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5665. 0
  5666. );
  5667. }
  5668. break;
  5669. case NPC_STOP:
  5670. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5671. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5672. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5673. break;
  5674. case HP_ASSUMPTIO:
  5675. if( sd && dstmd )
  5676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5677. else
  5678. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5679. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5680. break;
  5681. case MG_SIGHT:
  5682. case MER_SIGHT:
  5683. case AL_RUWACH:
  5684. case WZ_SIGHTBLASTER:
  5685. case NPC_WIDESIGHT:
  5686. case NPC_STONESKIN:
  5687. case NPC_ANTIMAGIC:
  5688. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5689. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5690. break;
  5691. case HLIF_AVOID:
  5692. case HAMI_DEFENCE:
  5693. i = skill_get_time(skill_id,skill_lv);
  5694. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5695. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5696. break;
  5697. case NJ_BUNSINJYUTSU:
  5698. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5699. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5700. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5701. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5702. break;
  5703. /* Was modified to only affect targetted char. [Skotlex]
  5704. case HP_ASSUMPTIO:
  5705. if (flag&1)
  5706. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5707. else
  5708. {
  5709. map_foreachinrange(skill_area_sub, bl,
  5710. skill_get_splash(skill_id, skill_lv), BL_PC,
  5711. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5712. skill_castend_nodamage_id);
  5713. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5714. }
  5715. break;
  5716. */
  5717. case SM_ENDURE:
  5718. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5719. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5720. break;
  5721. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5722. if (sd && dstsd && dstsd->sc.count) {
  5723. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5724. dstsd->sc.data[SC_WATERWEAPON] ||
  5725. dstsd->sc.data[SC_WINDWEAPON] ||
  5726. dstsd->sc.data[SC_EARTHWEAPON] ||
  5727. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5728. dstsd->sc.data[SC_GHOSTWEAPON]
  5729. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5730. ) {
  5731. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5732. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5733. break;
  5734. }
  5735. }
  5736. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5737. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5738. break;
  5739. case LK_TENSIONRELAX:
  5740. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5741. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5742. skill_get_time(skill_id,skill_lv)));
  5743. break;
  5744. case MC_CHANGECART:
  5745. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5746. break;
  5747. case TK_MISSION:
  5748. if (sd) {
  5749. int id;
  5750. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5751. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5752. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5753. break;
  5754. }
  5755. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5756. if (!id) {
  5757. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5758. break;
  5759. }
  5760. sd->mission_mobid = id;
  5761. sd->mission_count = 0;
  5762. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5763. clif_mission_info(sd, id, 0);
  5764. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5765. }
  5766. break;
  5767. case AC_CONCENTRATION:
  5768. {
  5769. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5770. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5771. map_foreachinrange( status_change_timer_sub, src,
  5772. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5773. src,NULL,type,tick);
  5774. }
  5775. break;
  5776. case SM_PROVOKE:
  5777. case SM_SELFPROVOKE:
  5778. case MER_PROVOKE:
  5779. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5780. {
  5781. map_freeblock_unlock();
  5782. return 1;
  5783. }
  5784. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5785. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5786. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5787. if( !i )
  5788. {
  5789. if( sd )
  5790. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5791. map_freeblock_unlock();
  5792. return 0;
  5793. }
  5794. unit_skillcastcancel(bl, 2);
  5795. if( tsc && tsc->count )
  5796. {
  5797. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5798. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5799. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5800. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5801. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5802. }
  5803. if( dstmd )
  5804. {
  5805. dstmd->state.provoke_flag = src->id;
  5806. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5807. }
  5808. break;
  5809. case ML_DEVOTION:
  5810. case CR_DEVOTION:
  5811. {
  5812. int count, lv;
  5813. if( !dstsd || (!sd && !mer) )
  5814. { // Only players can be devoted
  5815. if( sd )
  5816. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5817. break;
  5818. }
  5819. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5820. lv = -lv;
  5821. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5822. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5823. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5824. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5825. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5826. {
  5827. if( sd )
  5828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5829. map_freeblock_unlock();
  5830. return 1;
  5831. }
  5832. i = 0;
  5833. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  5834. if( sd )
  5835. { // Player Devoting Player
  5836. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5837. if( i == count )
  5838. {
  5839. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5840. if( i == count )
  5841. { // No free slots, skill Fail
  5842. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5843. map_freeblock_unlock();
  5844. return 1;
  5845. }
  5846. }
  5847. sd->devotion[i] = bl->id;
  5848. }
  5849. else
  5850. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5851. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5852. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src,skill_id,skill_lv), 0, skill_get_time2(skill_id, skill_lv)));
  5853. clif_devotion(src, NULL);
  5854. }
  5855. break;
  5856. case MO_CALLSPIRITS:
  5857. if(sd) {
  5858. int limit = skill_lv;
  5859. if( sd->sc.data[SC_RAISINGDRAGON] )
  5860. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5861. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5862. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5863. }
  5864. break;
  5865. case CH_SOULCOLLECT:
  5866. if(sd) {
  5867. int limit = 5;
  5868. if( sd->sc.data[SC_RAISINGDRAGON] )
  5869. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5870. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5871. for (i = 0; i < limit; i++)
  5872. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5873. }
  5874. break;
  5875. case MO_KITRANSLATION:
  5876. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  5877. //Require will define how many spiritballs will be transferred
  5878. struct skill_condition require;
  5879. require = skill_get_requirement(sd,skill_id,skill_lv);
  5880. pc_delspiritball(sd,require.spiritball,0);
  5881. for (i = 0; i < require.spiritball; i++)
  5882. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5883. } else {
  5884. if(sd)
  5885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5886. map_freeblock_unlock();
  5887. return 0;
  5888. }
  5889. break;
  5890. case TK_TURNKICK:
  5891. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5892. if (skill_area_temp[1] != bl->id) {
  5893. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5894. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5895. }
  5896. break;
  5897. case MO_ABSORBSPIRITS:
  5898. i = 0;
  5899. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5900. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5901. i = dstsd->spiritball * 7;
  5902. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5903. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5904. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5905. i = 2 * dstmd->level;
  5906. mob_target(dstmd,src,0);
  5907. }
  5908. if (i) status_heal(src, 0, i, 3);
  5909. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5910. break;
  5911. case AC_MAKINGARROW:
  5912. if(sd) {
  5913. clif_arrow_create_list(sd);
  5914. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5915. }
  5916. break;
  5917. case AM_PHARMACY:
  5918. if(sd) {
  5919. clif_skill_produce_mix_list(sd,skill_id,22);
  5920. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5921. }
  5922. break;
  5923. case SA_CREATECON:
  5924. if(sd) {
  5925. clif_elementalconverter_list(sd);
  5926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5927. }
  5928. break;
  5929. case BS_HAMMERFALL:
  5930. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5931. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5932. break;
  5933. case RG_RAID:
  5934. skill_area_temp[1] = 0;
  5935. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5936. map_foreachinrange(skill_area_sub, bl,
  5937. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5938. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5939. skill_castend_damage_id);
  5940. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5941. break;
  5942. //List of self skills that give damage around caster
  5943. case ASC_METEORASSAULT:
  5944. case GS_SPREADATTACK:
  5945. case RK_STORMBLAST:
  5946. case NC_AXETORNADO:
  5947. case GC_COUNTERSLASH:
  5948. case SR_SKYNETBLOW:
  5949. case SR_RAMPAGEBLASTER:
  5950. case SR_HOWLINGOFLION:
  5951. case KO_HAPPOKUNAI:
  5952. case RL_FIREDANCE:
  5953. case RL_R_TRIP:
  5954. skill_area_temp[1] = 0;
  5955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5956. if (battle_config.skill_wall_check)
  5957. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5958. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5959. else
  5960. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5961. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5962. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5963. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5964. break;
  5965. case NC_EMERGENCYCOOL:
  5966. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5967. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5968. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5969. break;
  5970. case SR_WINDMILL:
  5971. case GN_CART_TORNADO:
  5972. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5973. case SR_EARTHSHAKER:
  5974. case NC_INFRAREDSCAN:
  5975. case NPC_EARTHQUAKE:
  5976. case NPC_VAMPIRE_GIFT:
  5977. case NPC_HELLJUDGEMENT:
  5978. case NPC_PULSESTRIKE:
  5979. case LG_MOONSLASHER:
  5980. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5981. break;
  5982. case KN_BRANDISHSPEAR:
  5983. case ML_BRANDISH:
  5984. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5985. break;
  5986. case WZ_SIGHTRASHER:
  5987. //Passive side of the attack.
  5988. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5989. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5990. map_foreachinrange(skill_area_sub,src,
  5991. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5992. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5993. skill_castend_damage_id);
  5994. break;
  5995. case NJ_HYOUSYOURAKU:
  5996. case NJ_RAIGEKISAI:
  5997. case WZ_FROSTNOVA:
  5998. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5999. skill_area_temp[1] = 0;
  6000. map_foreachinrange(skill_attack_area, src,
  6001. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6002. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6003. break;
  6004. case HVAN_EXPLOSION: //[orn]
  6005. case NPC_SELFDESTRUCTION:
  6006. //Self Destruction hits everyone in range (allies+enemies)
  6007. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6008. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6009. BCT_ENEMY:BCT_ALL;
  6010. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6011. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6012. map_foreachinrange(skill_area_sub, bl,
  6013. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6014. src, skill_id, skill_lv, tick, flag|i,
  6015. skill_castend_damage_id);
  6016. if(map_addblock(src))
  6017. return 1;
  6018. status_damage(src, src, sstatus->max_hp,0,0,1);
  6019. break;
  6020. case AL_ANGELUS:
  6021. case PR_MAGNIFICAT:
  6022. case PR_GLORIA:
  6023. case SN_WINDWALK:
  6024. case CASH_BLESSING:
  6025. case CASH_INCAGI:
  6026. case CASH_ASSUMPTIO:
  6027. case WM_FRIGG_SONG:
  6028. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6029. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6030. else if( sd )
  6031. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6032. break;
  6033. case MER_MAGNIFICAT:
  6034. if( mer != NULL )
  6035. {
  6036. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6037. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6038. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6039. else if( mer->master && !(flag&1) )
  6040. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6041. }
  6042. break;
  6043. case BS_ADRENALINE:
  6044. case BS_ADRENALINE2:
  6045. case BS_WEAPONPERFECT:
  6046. case BS_OVERTHRUST:
  6047. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6048. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6049. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  6050. } else if (sd) {
  6051. party_foreachsamemap(skill_area_sub,
  6052. sd,skill_get_splash(skill_id, skill_lv),
  6053. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6054. skill_castend_nodamage_id);
  6055. }
  6056. break;
  6057. case BS_MAXIMIZE:
  6058. case NV_TRICKDEAD:
  6059. case CR_DEFENDER:
  6060. case ML_DEFENDER:
  6061. case CR_AUTOGUARD:
  6062. case ML_AUTOGUARD:
  6063. case TK_READYSTORM:
  6064. case TK_READYDOWN:
  6065. case TK_READYTURN:
  6066. case TK_READYCOUNTER:
  6067. case TK_DODGE:
  6068. case CR_SHRINK:
  6069. case SG_FUSION:
  6070. case GS_GATLINGFEVER:
  6071. if( tsce )
  6072. {
  6073. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6074. map_freeblock_unlock();
  6075. return 0;
  6076. }
  6077. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6078. break;
  6079. case SL_KAITE:
  6080. case SL_KAAHI:
  6081. case SL_KAIZEL:
  6082. case SL_KAUPE:
  6083. if (sd) {
  6084. if (!dstsd || !(
  6085. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6086. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6087. dstsd->status.char_id == sd->status.char_id ||
  6088. dstsd->status.char_id == sd->status.partner_id ||
  6089. dstsd->status.char_id == sd->status.child
  6090. )) {
  6091. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6092. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6093. break;
  6094. }
  6095. }
  6096. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6097. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6098. break;
  6099. case SM_AUTOBERSERK:
  6100. case MER_AUTOBERSERK:
  6101. if( tsce )
  6102. i = status_change_end(bl, type, INVALID_TIMER);
  6103. else
  6104. i = sc_start(src,bl,type,100,skill_lv,60000);
  6105. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6106. break;
  6107. case TF_HIDING:
  6108. case ST_CHASEWALK:
  6109. case KO_YAMIKUMO:
  6110. if (tsce)
  6111. {
  6112. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6113. map_freeblock_unlock();
  6114. return 0;
  6115. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6116. //Mado Gear cannot hide
  6117. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6118. map_freeblock_unlock();
  6119. return 0;
  6120. }
  6121. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6122. break;
  6123. case TK_RUN:
  6124. if (tsce)
  6125. {
  6126. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6127. map_freeblock_unlock();
  6128. return 0;
  6129. }
  6130. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6131. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6132. clif_walkok(sd); // So aegis has to resend the walk ok.
  6133. break;
  6134. case AS_CLOAKING:
  6135. case GC_CLOAKINGEXCEED:
  6136. case LG_FORCEOFVANGUARD:
  6137. case SC_REPRODUCE:
  6138. case SC_INVISIBILITY:
  6139. case RA_CAMOUFLAGE:
  6140. if (tsce) {
  6141. i = status_change_end(bl, type, INVALID_TIMER);
  6142. if( i )
  6143. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6144. else if( sd )
  6145. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6146. map_freeblock_unlock();
  6147. return 0;
  6148. }
  6149. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6150. if( i )
  6151. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6152. else if( sd )
  6153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6154. break;
  6155. case BD_ADAPTATION:
  6156. if(tsc && tsc->data[SC_DANCING]){
  6157. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6158. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6159. }
  6160. break;
  6161. case BA_FROSTJOKER:
  6162. case DC_SCREAM:
  6163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6164. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6165. if (md) {
  6166. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6167. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6168. char temp[70];
  6169. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)].desc);
  6170. clif_disp_overhead(&md->bl,temp);
  6171. }
  6172. break;
  6173. case BA_PANGVOICE:
  6174. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6175. break;
  6176. case DC_WINKCHARM:
  6177. if( dstsd )
  6178. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6179. else
  6180. if( dstmd )
  6181. {
  6182. if( status_get_lv(src) > status_get_lv(bl)
  6183. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6184. && !(tstatus->mode&MD_BOSS) )
  6185. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6186. else
  6187. {
  6188. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6189. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6190. }
  6191. }
  6192. break;
  6193. case TF_STEAL:
  6194. if(sd) {
  6195. if(pc_steal_item(sd,bl,skill_lv))
  6196. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6197. else
  6198. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6199. }
  6200. break;
  6201. case RG_STEALCOIN:
  6202. if(sd) {
  6203. if(pc_steal_coin(sd,bl))
  6204. {
  6205. dstmd->state.provoke_flag = src->id;
  6206. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6208. }
  6209. else
  6210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6211. }
  6212. break;
  6213. case MG_STONECURSE:
  6214. {
  6215. int brate = 0;
  6216. if (tstatus->mode&MD_BOSS) {
  6217. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6218. break;
  6219. }
  6220. if(status_isimmune(bl) || !tsc)
  6221. break;
  6222. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6223. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6224. if (tsc->data[SC_STONE]) {
  6225. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6226. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6227. break;
  6228. }
  6229. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6230. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  6231. skill_get_time2(skill_id,skill_lv)))
  6232. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6233. else if(sd) {
  6234. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6235. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6236. if (skill_lv > 5)
  6237. { // not to consume items
  6238. map_freeblock_unlock();
  6239. return 0;
  6240. }
  6241. }
  6242. }
  6243. break;
  6244. case NV_FIRSTAID:
  6245. clif_skill_nodamage(src,bl,skill_id,5,1);
  6246. status_heal(bl,5,0,0);
  6247. break;
  6248. case AL_CURE:
  6249. if(status_isimmune(bl)) {
  6250. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6251. break;
  6252. }
  6253. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6254. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6255. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6256. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6257. break;
  6258. case TF_DETOXIFY:
  6259. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6260. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6261. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6262. break;
  6263. case PR_STRECOVERY:
  6264. if(status_isimmune(bl)) {
  6265. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6266. break;
  6267. }
  6268. if (tsc && tsc->opt1) {
  6269. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6270. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6271. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6272. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6273. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6274. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6275. }
  6276. //Is this equation really right? It looks so... special.
  6277. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6278. {
  6279. status_change_start(src,bl, SC_BLIND,
  6280. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6281. 1,0,0,0,
  6282. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCSTART_NONE);
  6283. }
  6284. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6285. if(dstmd)
  6286. mob_unlocktarget(dstmd,tick);
  6287. break;
  6288. // Mercenary Supportive Skills
  6289. case MER_BENEDICTION:
  6290. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6291. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6292. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6293. break;
  6294. case MER_COMPRESS:
  6295. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6296. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6297. break;
  6298. case MER_MENTALCURE:
  6299. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6300. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6301. break;
  6302. case MER_RECUPERATE:
  6303. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6304. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6305. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6306. break;
  6307. case MER_REGAIN:
  6308. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6309. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6311. break;
  6312. case MER_TENDER:
  6313. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6314. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6315. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6316. break;
  6317. case MER_SCAPEGOAT:
  6318. if( mer && mer->master )
  6319. {
  6320. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6321. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6322. }
  6323. break;
  6324. case MER_ESTIMATION:
  6325. if( !mer )
  6326. break;
  6327. sd = mer->master;
  6328. case WZ_ESTIMATION:
  6329. if( sd == NULL )
  6330. break;
  6331. if( dstsd )
  6332. { // Fail on Players
  6333. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6334. break;
  6335. }
  6336. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6337. break; // Cannot be Used on Emperium
  6338. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6339. clif_skill_estimation(sd, bl);
  6340. if( skill_id == MER_ESTIMATION )
  6341. sd = NULL;
  6342. break;
  6343. case BS_REPAIRWEAPON:
  6344. if(sd && dstsd)
  6345. clif_item_repair_list(sd,dstsd,skill_lv);
  6346. break;
  6347. case MC_IDENTIFY:
  6348. if(sd) {
  6349. clif_item_identify_list(sd);
  6350. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6351. map_freeblock_unlock();
  6352. return 1;
  6353. }
  6354. else { // consume sp only if succeeded
  6355. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6356. status_zap(src,0,req.sp);
  6357. }
  6358. }
  6359. break;
  6360. // Weapon Refining [Celest]
  6361. case WS_WEAPONREFINE:
  6362. if(sd)
  6363. clif_item_refine_list(sd);
  6364. break;
  6365. case MC_VENDING:
  6366. if(sd)
  6367. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6368. if ( !pc_can_give_items(sd) )
  6369. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6370. else {
  6371. sd->state.prevend = 1;
  6372. clif_openvendingreq(sd,2+skill_lv);
  6373. }
  6374. }
  6375. break;
  6376. case AL_TELEPORT:
  6377. case ALL_ODINS_RECALL:
  6378. if(sd)
  6379. {
  6380. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6381. clif_skill_teleportmessage(sd,0);
  6382. break;
  6383. }
  6384. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6385. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6386. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6387. break;
  6388. }
  6389. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6390. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6391. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6392. {
  6393. if( skill_lv == 1 )
  6394. pc_randomwarp(sd,CLR_TELEPORT);
  6395. else
  6396. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6397. break;
  6398. }
  6399. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6400. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6401. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6402. else
  6403. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6404. } else
  6405. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6406. break;
  6407. case NPC_EXPULSION:
  6408. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6409. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6410. break;
  6411. case AL_HOLYWATER:
  6412. if(sd) {
  6413. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6414. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6415. else
  6416. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6417. }
  6418. break;
  6419. case TF_PICKSTONE:
  6420. if(sd) {
  6421. unsigned char eflag;
  6422. struct item item_tmp;
  6423. struct block_list tbl;
  6424. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6425. memset(&item_tmp,0,sizeof(item_tmp));
  6426. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6427. item_tmp.nameid = ITEMID_STONE;
  6428. item_tmp.identify = 1;
  6429. tbl.id = 0;
  6430. clif_takeitem(&sd->bl,&tbl);
  6431. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6432. if(eflag) {
  6433. clif_additem(sd,0,0,eflag);
  6434. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6435. }
  6436. }
  6437. break;
  6438. case ASC_CDP:
  6439. if(sd) {
  6440. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6441. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6442. }
  6443. break;
  6444. case RG_STRIPWEAPON:
  6445. case RG_STRIPSHIELD:
  6446. case RG_STRIPARMOR:
  6447. case RG_STRIPHELM:
  6448. case ST_FULLSTRIP:
  6449. case GC_WEAPONCRUSH:
  6450. case SC_STRIPACCESSARY: {
  6451. unsigned short location = 0;
  6452. int d = 0;
  6453. //Rate in percent
  6454. if ( skill_id == ST_FULLSTRIP ) {
  6455. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6456. } else if( skill_id == SC_STRIPACCESSARY ) {
  6457. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6458. } else {
  6459. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6460. }
  6461. if (i < 5) i = 5; //Minimum rate 5%
  6462. //Duration in ms
  6463. if( skill_id == GC_WEAPONCRUSH){
  6464. d = skill_get_time(skill_id,skill_lv);
  6465. if(bl->type == BL_PC)
  6466. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6467. else
  6468. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6469. }else
  6470. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6471. if (d < 0) d = 0; //Minimum duration 0ms
  6472. switch (skill_id) {
  6473. case RG_STRIPWEAPON:
  6474. case GC_WEAPONCRUSH:
  6475. location = EQP_WEAPON;
  6476. break;
  6477. case RG_STRIPSHIELD:
  6478. location = EQP_SHIELD;
  6479. break;
  6480. case RG_STRIPARMOR:
  6481. location = EQP_ARMOR;
  6482. break;
  6483. case RG_STRIPHELM:
  6484. location = EQP_HELM;
  6485. break;
  6486. case ST_FULLSTRIP:
  6487. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6488. break;
  6489. case SC_STRIPACCESSARY:
  6490. location = EQP_ACC;
  6491. break;
  6492. }
  6493. //Special message when trying to use strip on FCP [Jobbie]
  6494. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6495. {
  6496. clif_gospel_info(sd, 0x28);
  6497. break;
  6498. }
  6499. //Attempts to strip at rate i and duration d
  6500. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6501. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6502. //Nothing stripped.
  6503. if( sd && !i )
  6504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6505. break;
  6506. }
  6507. case AM_BERSERKPITCHER:
  6508. case AM_POTIONPITCHER:
  6509. {
  6510. int j,hp = 0,sp = 0;
  6511. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6512. map_freeblock_unlock();
  6513. return 1;
  6514. }
  6515. if( sd ) {
  6516. int x,bonus=100;
  6517. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6518. x = skill_lv%11 - 1;
  6519. j = pc_search_inventory(sd, require.itemid[x]);
  6520. if (j < 0 || require.itemid[x] <= 0) {
  6521. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6522. map_freeblock_unlock();
  6523. return 1;
  6524. }
  6525. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6527. map_freeblock_unlock();
  6528. return 1;
  6529. }
  6530. if( skill_id == AM_BERSERKPITCHER ) {
  6531. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6532. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6533. map_freeblock_unlock();
  6534. return 1;
  6535. }
  6536. }
  6537. potion_flag = 1;
  6538. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6539. potion_target = bl->id;
  6540. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6541. potion_flag = potion_target = 0;
  6542. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6543. bonus += sd->status.base_level;
  6544. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6545. hp = tstatus->max_hp * potion_per_hp / 100;
  6546. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6547. if( dstsd ) {
  6548. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6549. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6550. }
  6551. } else {
  6552. if( potion_hp > 0 ) {
  6553. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6554. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6555. if( dstsd )
  6556. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6557. }
  6558. if( potion_sp > 0 ) {
  6559. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6560. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6561. if( dstsd )
  6562. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6563. }
  6564. }
  6565. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6566. hp += hp * bonus / 100;
  6567. sp += sp * bonus / 100;
  6568. }
  6569. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6570. hp += hp * j / 100;
  6571. sp += sp * j / 100;
  6572. }
  6573. } else {
  6574. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6575. switch (skill_lv) {
  6576. case 1: hp = 45; break;
  6577. case 2: hp = 105; break;
  6578. case 3: hp = 175; break;
  6579. default: hp = 325; break;
  6580. }
  6581. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6582. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6583. if( dstsd )
  6584. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6585. }
  6586. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6587. hp += hp * j / 100;
  6588. sp += sp * j / 100;
  6589. }
  6590. if( tsc && tsc->count ) {
  6591. if( tsc->data[SC_CRITICALWOUND] ) {
  6592. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6593. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6594. }
  6595. if( tsc->data[SC_DEATHHURT] ) {
  6596. hp -= hp * 20 / 100;
  6597. sp -= sp * 20 / 100;
  6598. }
  6599. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6600. hp += hp / 10;
  6601. sp += sp / 10;
  6602. }
  6603. }
  6604. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6605. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6606. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6607. if( sp > 0 )
  6608. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6609. #ifdef RENEWAL
  6610. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6611. sp = 0;
  6612. #endif
  6613. status_heal(bl,hp,sp,0);
  6614. }
  6615. break;
  6616. case AM_CP_WEAPON:
  6617. case AM_CP_SHIELD:
  6618. case AM_CP_ARMOR:
  6619. case AM_CP_HELM:
  6620. {
  6621. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6622. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6623. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6624. map_freeblock_unlock(); // Don't consume item requirements
  6625. return 0;
  6626. }
  6627. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6628. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6629. }
  6630. break;
  6631. case AM_TWILIGHT1:
  6632. if (sd) {
  6633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6634. //Prepare 200 White Potions.
  6635. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6636. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6637. }
  6638. break;
  6639. case AM_TWILIGHT2:
  6640. if (sd) {
  6641. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6642. //Prepare 200 Slim White Potions.
  6643. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6644. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6645. }
  6646. break;
  6647. case AM_TWILIGHT3:
  6648. if (sd) {
  6649. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6650. if( ebottle >= 0 )
  6651. ebottle = sd->status.inventory[ebottle].amount;
  6652. //check if you can produce all three, if not, then fail:
  6653. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6654. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6655. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6656. || ebottle < 200 //200 empty bottle are required at total.
  6657. ) {
  6658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6659. break;
  6660. }
  6661. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6662. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6663. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6664. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6665. }
  6666. break;
  6667. case SA_DISPELL:
  6668. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6669. {
  6670. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6671. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6672. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6673. || rnd()%100 >= 50+10*skill_lv
  6674. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6675. {
  6676. if (sd)
  6677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6678. break;
  6679. }
  6680. if(status_isimmune(bl))
  6681. break;
  6682. //Remove bonus_script by Dispell
  6683. if (dstsd)
  6684. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6685. if(!tsc || !tsc->count)
  6686. break;
  6687. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6688. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6689. break;
  6690. }
  6691. for(i=0;i<SC_MAX;i++) {
  6692. if (!tsc->data[i])
  6693. continue;
  6694. switch (i) {
  6695. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6696. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6697. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6698. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6699. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6700. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6701. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6702. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6703. case SC_EDP: case SC_AUTOBERSERK:
  6704. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6705. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6706. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6707. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6708. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6709. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6710. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6711. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6712. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6713. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6714. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6715. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6716. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6717. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6718. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6719. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6720. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6721. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6722. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6723. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6724. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6725. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6726. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6727. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6728. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6729. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6730. case SC_HAWKEYES: case SC_PUSH_CART:
  6731. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6732. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6733. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6734. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6735. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6736. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6737. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6738. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  6739. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  6740. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  6741. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  6742. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  6743. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  6744. #ifdef RENEWAL
  6745. case SC_EXTREMITYFIST2:
  6746. #endif
  6747. continue;
  6748. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6749. case SC_WHISTLE:
  6750. case SC_ASSNCROS:
  6751. case SC_POEMBRAGI:
  6752. case SC_APPLEIDUN:
  6753. case SC_HUMMING:
  6754. case SC_DONTFORGETME:
  6755. case SC_FORTUNE:
  6756. case SC_SERVICE4U:
  6757. if(tsc->data[i]->val4==0)
  6758. continue; //if in song-area don't end it
  6759. break;
  6760. case SC_ASSUMPTIO:
  6761. if( bl->type == BL_MOB )
  6762. continue;
  6763. break;
  6764. }
  6765. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6766. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6767. }
  6768. break;
  6769. }
  6770. //Affect all targets on splash area.
  6771. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6772. src, skill_id, skill_lv, tick, flag|1,
  6773. skill_castend_damage_id);
  6774. break;
  6775. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6776. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6777. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6778. break;
  6779. case TK_HIGHJUMP:
  6780. {
  6781. int x,y, dir = unit_getdir(src);
  6782. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6783. if( map[src->m].flag.noteleport &&
  6784. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6785. ) {
  6786. x = src->x;
  6787. y = src->y;
  6788. } else {
  6789. x = src->x + dirx[dir]*skill_lv*2;
  6790. y = src->y + diry[dir]*skill_lv*2;
  6791. }
  6792. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6793. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  6794. clif_blown(src);
  6795. }
  6796. break;
  6797. case SA_CASTCANCEL:
  6798. case SO_SPELLFIST:
  6799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6800. unit_skillcastcancel(src,1);
  6801. if(sd) {
  6802. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6803. if( skill_id == SO_SPELLFIST ){
  6804. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6805. sd->skill_id_old = sd->skill_lv_old = 0;
  6806. break;
  6807. }
  6808. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6809. if(sp < 0) sp = 0;
  6810. status_zap(src, 0, sp);
  6811. }
  6812. break;
  6813. case SA_SPELLBREAKER:
  6814. {
  6815. int sp;
  6816. if(tsc && tsc->data[SC_MAGICROD]) {
  6817. sp = skill_get_sp(skill_id,skill_lv);
  6818. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6819. if(sp < 1) sp = 1;
  6820. status_heal(bl,0,sp,2);
  6821. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6822. } else {
  6823. struct unit_data *ud = unit_bl2ud(bl);
  6824. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6825. if (!ud || ud->skilltimer == INVALID_TIMER)
  6826. break; //Nothing to cancel.
  6827. bl_skill_id = ud->skill_id;
  6828. bl_skill_lv = ud->skill_lv;
  6829. if (tstatus->mode & MD_BOSS)
  6830. { //Only 10% success chance against bosses. [Skotlex]
  6831. if (rnd()%100 < 90)
  6832. {
  6833. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6834. break;
  6835. }
  6836. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6837. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6838. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6839. unit_skillcastcancel(bl,0);
  6840. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6841. status_zap(bl, hp, sp);
  6842. if (hp && skill_lv >= 5)
  6843. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6844. else
  6845. hp = 0;
  6846. if (sp) //Recover some of the SP used
  6847. sp = sp*(25*(skill_lv-1))/100;
  6848. if(hp || sp)
  6849. status_heal(src, hp, sp, 2);
  6850. }
  6851. }
  6852. break;
  6853. case SA_MAGICROD:
  6854. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6855. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6856. break;
  6857. case SA_AUTOSPELL:
  6858. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6859. if(sd)
  6860. clif_autospell(sd,skill_lv);
  6861. else {
  6862. int maxlv=1,spellid=0;
  6863. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6864. if(skill_lv >= 10) {
  6865. spellid = MG_FROSTDIVER;
  6866. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6867. // maxlv = 10;
  6868. // else
  6869. maxlv = skill_lv - 9;
  6870. }
  6871. else if(skill_lv >=8) {
  6872. spellid = MG_FIREBALL;
  6873. maxlv = skill_lv - 7;
  6874. }
  6875. else if(skill_lv >=5) {
  6876. spellid = MG_SOULSTRIKE;
  6877. maxlv = skill_lv - 4;
  6878. }
  6879. else if(skill_lv >=2) {
  6880. int i_rnd = rnd()%3;
  6881. spellid = spellarray[i_rnd];
  6882. maxlv = skill_lv - 1;
  6883. }
  6884. else if(skill_lv > 0) {
  6885. spellid = MG_NAPALMBEAT;
  6886. maxlv = 3;
  6887. }
  6888. if(spellid > 0)
  6889. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6890. skill_get_time(SA_AUTOSPELL,skill_lv));
  6891. }
  6892. break;
  6893. case BS_GREED:
  6894. if(sd){
  6895. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6896. map_foreachinrange(skill_greed,bl,
  6897. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6898. }
  6899. break;
  6900. case SA_ELEMENTWATER:
  6901. case SA_ELEMENTFIRE:
  6902. case SA_ELEMENTGROUND:
  6903. case SA_ELEMENTWIND:
  6904. if(sd && !dstmd) //Only works on monsters.
  6905. break;
  6906. if(tstatus->mode&MD_BOSS)
  6907. break;
  6908. case NPC_ATTRICHANGE:
  6909. case NPC_CHANGEWATER:
  6910. case NPC_CHANGEGROUND:
  6911. case NPC_CHANGEFIRE:
  6912. case NPC_CHANGEWIND:
  6913. case NPC_CHANGEPOISON:
  6914. case NPC_CHANGEHOLY:
  6915. case NPC_CHANGEDARKNESS:
  6916. case NPC_CHANGETELEKINESIS:
  6917. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6918. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6919. skill_get_time(skill_id, skill_lv)));
  6920. break;
  6921. case NPC_CHANGEUNDEAD:
  6922. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6923. //TO-DO This is ugly, fix it
  6924. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6925. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6926. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6927. skill_get_time(skill_id, skill_lv)));
  6928. break;
  6929. case NPC_PROVOCATION:
  6930. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6931. if (md) mob_unlocktarget(md, tick);
  6932. break;
  6933. case NPC_KEEPING:
  6934. case NPC_BARRIER:
  6935. {
  6936. int skill_time = skill_get_time(skill_id,skill_lv);
  6937. struct unit_data *ud = unit_bl2ud(bl);
  6938. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6939. sc_start(src,bl,type,100,skill_lv,skill_time))
  6940. && ud) { //Disable attacking/acting/moving for skill's duration.
  6941. ud->attackabletime =
  6942. ud->canact_tick =
  6943. ud->canmove_tick = tick + skill_time;
  6944. }
  6945. }
  6946. break;
  6947. case NPC_REBIRTH:
  6948. if( md && md->state.rebirth )
  6949. break; // only works once
  6950. sc_start(src,bl,type,100,skill_lv,-1);
  6951. break;
  6952. case NPC_DARKBLESSING:
  6953. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6954. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6955. break;
  6956. case NPC_LICK:
  6957. status_zap(bl, 0, 100);
  6958. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6959. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6960. break;
  6961. case NPC_SUICIDE:
  6962. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6963. status_kill(src); //When suiciding, neither exp nor drops is given.
  6964. break;
  6965. case NPC_SUMMONSLAVE:
  6966. case NPC_SUMMONMONSTER:
  6967. if(md && md->skill_idx >= 0)
  6968. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6969. break;
  6970. case NPC_CALLSLAVE:
  6971. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6972. break;
  6973. case NPC_RANDOMMOVE:
  6974. if (md) {
  6975. md->next_walktime = tick - 1;
  6976. mob_randomwalk(md,tick);
  6977. }
  6978. break;
  6979. case NPC_SPEEDUP:
  6980. {
  6981. // or does it increase casting rate? just a guess xD
  6982. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  6983. if (i_type > SC_ASPDPOTION3)
  6984. i_type = SC_ASPDPOTION3;
  6985. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6986. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  6987. }
  6988. break;
  6989. case NPC_REVENGE:
  6990. // not really needed... but adding here anyway ^^
  6991. if (md && md->master_id > 0) {
  6992. struct block_list *mbl, *tbl;
  6993. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6994. (tbl = battle_gettargeted(mbl)) == NULL)
  6995. break;
  6996. md->state.provoke_flag = tbl->id;
  6997. mob_target(md, tbl, sstatus->rhw.range);
  6998. }
  6999. break;
  7000. case NPC_RUN:
  7001. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7002. mob_unlocktarget(md, tick);
  7003. break;
  7004. case NPC_TRANSFORMATION:
  7005. case NPC_METAMORPHOSIS:
  7006. if(md && md->skill_idx >= 0) {
  7007. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7008. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7009. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7010. if (class_) mob_class_change(md, class_);
  7011. }
  7012. break;
  7013. case NPC_EMOTION_ON:
  7014. case NPC_EMOTION:
  7015. //val[0] is the emotion to use.
  7016. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7017. //val[1] 'sets' the mode
  7018. //val[2] adds to the current mode
  7019. //val[3] removes from the current mode
  7020. //val[4] if set, asks to delete the previous mode change.
  7021. if(md && md->skill_idx >= 0 && tsc)
  7022. {
  7023. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7024. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7025. status_change_end(bl, type, INVALID_TIMER);
  7026. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7027. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7028. mob_unlocktarget(md,tick);
  7029. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7030. sc_start4(src,src, type, 100, skill_lv,
  7031. md->db->skill[md->skill_idx].val[1],
  7032. md->db->skill[md->skill_idx].val[2],
  7033. md->db->skill[md->skill_idx].val[3],
  7034. skill_get_time(skill_id, skill_lv));
  7035. }
  7036. break;
  7037. case NPC_POWERUP:
  7038. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7039. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7040. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7041. break;
  7042. case NPC_AGIUP:
  7043. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7044. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7045. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7046. break;
  7047. case NPC_INVISIBLE:
  7048. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7049. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7050. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7051. break;
  7052. case NPC_SIEGEMODE:
  7053. // not sure what it does
  7054. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7055. break;
  7056. case WE_MALE:
  7057. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  7058. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  7059. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7060. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7061. }
  7062. break;
  7063. case WE_FEMALE:
  7064. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  7065. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  7066. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7067. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7068. }
  7069. break;
  7070. // parent-baby skills
  7071. case WE_BABY:
  7072. if(sd){
  7073. struct map_session_data *f_sd = pc_get_father(sd);
  7074. struct map_session_data *m_sd = pc_get_mother(sd);
  7075. if( (!f_sd && !m_sd) // if neither was found
  7076. || (sd->status.party_id != 0 && //not in same party
  7077. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7078. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7079. ))
  7080. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7081. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7082. ) {
  7083. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7084. map_freeblock_unlock();
  7085. return 0;
  7086. }
  7087. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7088. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7089. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7090. }
  7091. break;
  7092. case PF_HPCONVERSION:
  7093. {
  7094. int hp, sp;
  7095. hp = sstatus->max_hp/10;
  7096. sp = hp * 10 * skill_lv / 100;
  7097. if (!status_charge(src,hp,0)) {
  7098. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7099. break;
  7100. }
  7101. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7102. status_heal(bl,0,sp,2);
  7103. }
  7104. break;
  7105. case MA_REMOVETRAP:
  7106. case HT_REMOVETRAP:
  7107. {
  7108. struct skill_unit* su;
  7109. struct skill_unit_group* sg = NULL;
  7110. su = BL_CAST(BL_SKILL, bl);
  7111. // Mercenaries can remove any trap
  7112. // Players can only remove their own traps or traps on Vs maps.
  7113. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  7114. {
  7115. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7116. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7117. { // prevent picking up expired traps
  7118. if( battle_config.skill_removetrap_type )
  7119. { // get back all items used to deploy the trap
  7120. for( i = 0; i < 10; i++ )
  7121. {
  7122. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7123. {
  7124. int flag2;
  7125. struct item item_tmp;
  7126. memset(&item_tmp,0,sizeof(item_tmp));
  7127. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7128. item_tmp.identify = 1;
  7129. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7130. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7131. clif_additem(sd,0,0,flag2);
  7132. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7133. }
  7134. }
  7135. }
  7136. }
  7137. else
  7138. { // get back 1 trap
  7139. struct item item_tmp;
  7140. memset(&item_tmp,0,sizeof(item_tmp));
  7141. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7142. item_tmp.identify = 1;
  7143. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7144. {
  7145. clif_additem(sd,0,0,flag);
  7146. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7147. }
  7148. }
  7149. }
  7150. skill_delunit(su);
  7151. }else if(sd)
  7152. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7153. }
  7154. break;
  7155. case HT_SPRINGTRAP:
  7156. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7157. {
  7158. struct skill_unit *su=NULL;
  7159. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7160. switch(su->group->unit_id){
  7161. case UNT_ANKLESNARE: // ankle snare
  7162. if (su->group->val2 != 0)
  7163. // if it is already trapping something don't spring it,
  7164. // remove trap should be used instead
  7165. break;
  7166. // otherwise fallthrough to below
  7167. case UNT_BLASTMINE:
  7168. case UNT_SKIDTRAP:
  7169. case UNT_LANDMINE:
  7170. case UNT_SHOCKWAVE:
  7171. case UNT_SANDMAN:
  7172. case UNT_FLASHER:
  7173. case UNT_FREEZINGTRAP:
  7174. case UNT_CLAYMORETRAP:
  7175. case UNT_TALKIEBOX:
  7176. su->group->unit_id = UNT_USED_TRAPS;
  7177. clif_changetraplook(bl, UNT_USED_TRAPS);
  7178. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7179. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7180. }
  7181. }
  7182. }
  7183. break;
  7184. case BD_ENCORE:
  7185. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7186. if(sd)
  7187. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7188. break;
  7189. case AS_SPLASHER:
  7190. if(tstatus->mode&MD_BOSS
  7191. // Renewal dropped the 3/4 hp requirement
  7192. #ifndef RENEWAL
  7193. || tstatus-> hp > tstatus->max_hp*3/4
  7194. #endif
  7195. ) {
  7196. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7197. map_freeblock_unlock();
  7198. return 1;
  7199. }
  7200. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7201. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7202. #ifndef RENEWAL
  7203. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7204. #endif
  7205. break;
  7206. case PF_MINDBREAKER:
  7207. {
  7208. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7209. {
  7210. map_freeblock_unlock();
  7211. return 1;
  7212. }
  7213. if (tsce)
  7214. { //HelloKitty2 (?) explained that this silently fails when target is
  7215. //already inflicted. [Skotlex]
  7216. map_freeblock_unlock();
  7217. return 1;
  7218. }
  7219. //Has a 55% + skill_lv*5% success chance.
  7220. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7221. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7222. {
  7223. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7224. map_freeblock_unlock();
  7225. return 0;
  7226. }
  7227. unit_skillcastcancel(bl,0);
  7228. if(tsc && tsc->count){
  7229. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7230. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7231. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7232. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7233. }
  7234. if(dstmd)
  7235. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7236. }
  7237. break;
  7238. case PF_SOULCHANGE:
  7239. {
  7240. unsigned int sp1 = 0, sp2 = 0;
  7241. if (dstmd) {
  7242. if (dstmd->state.soul_change_flag) {
  7243. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7244. break;
  7245. }
  7246. dstmd->state.soul_change_flag = 1;
  7247. sp2 = sstatus->max_sp * 3 /100;
  7248. status_heal(src, 0, sp2, 2);
  7249. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7250. break;
  7251. }
  7252. sp1 = sstatus->sp;
  7253. sp2 = tstatus->sp;
  7254. #ifdef RENEWAL
  7255. sp1 = sp1 / 2;
  7256. sp2 = sp2 / 2;
  7257. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  7258. sp1 = tstatus->sp;
  7259. #endif
  7260. status_set_sp(src, sp2, 3);
  7261. status_set_sp(bl, sp1, 3);
  7262. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7263. }
  7264. break;
  7265. // Slim Pitcher
  7266. case CR_SLIMPITCHER:
  7267. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7268. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  7269. break;
  7270. if (potion_hp || potion_sp) {
  7271. int hp = potion_hp, sp = potion_sp;
  7272. hp = hp * (100 + (tstatus->vit<<1))/100;
  7273. sp = sp * (100 + (tstatus->int_<<1))/100;
  7274. if (dstsd) {
  7275. if (hp)
  7276. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7277. if (sp)
  7278. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7279. }
  7280. if( tsc && tsc->count ) {
  7281. if (tsc->data[SC_CRITICALWOUND]) {
  7282. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7283. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7284. }
  7285. if (tsc->data[SC_DEATHHURT]) {
  7286. hp -= hp * 20 / 100;
  7287. sp -= sp * 20 / 100;
  7288. }
  7289. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7290. hp += hp / 10;
  7291. sp += sp / 10;
  7292. }
  7293. }
  7294. if(hp > 0)
  7295. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7296. if(sp > 0)
  7297. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7298. status_heal(bl,hp,sp,0);
  7299. }
  7300. break;
  7301. // Full Chemical Protection
  7302. case CR_FULLPROTECTION:
  7303. {
  7304. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7305. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7306. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7307. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7308. continue;
  7309. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7310. s++;
  7311. }
  7312. if( sd && !s ){
  7313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7314. map_freeblock_unlock(); // Don't consume item requirements
  7315. return 0;
  7316. }
  7317. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7318. }
  7319. break;
  7320. case RG_CLEANER: //AppleGirl
  7321. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7322. break;
  7323. case CG_LONGINGFREEDOM:
  7324. {
  7325. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7326. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7327. {
  7328. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7329. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7330. }
  7331. }
  7332. break;
  7333. case CG_TAROTCARD:
  7334. {
  7335. int count = -1;
  7336. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7337. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7338. if( sd )
  7339. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7340. map_freeblock_unlock();
  7341. return 0;
  7342. }
  7343. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7344. do {
  7345. int eff = rnd() % 14;
  7346. clif_specialeffect(bl, 523 + eff, AREA);
  7347. switch (eff)
  7348. {
  7349. case 0: // heals SP to 0
  7350. status_percent_damage(src, bl, 0, 100, false);
  7351. break;
  7352. case 1: // matk halved
  7353. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7354. break;
  7355. case 2: // all buffs removed
  7356. status_change_clear_buffs(bl,1);
  7357. break;
  7358. case 3: // 1000 damage, random armor destroyed
  7359. {
  7360. status_fix_damage(src, bl, 1000, 0);
  7361. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7362. if( !status_isdead(bl) ) {
  7363. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7364. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7365. }
  7366. }
  7367. break;
  7368. case 4: // atk halved
  7369. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7370. break;
  7371. case 5: // 2000HP heal, random teleported
  7372. status_heal(src, 2000, 0, 0);
  7373. if( !map_flag_vs(bl->m) )
  7374. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7375. break;
  7376. case 6: // random 2 other effects
  7377. if (count == -1)
  7378. count = 3;
  7379. else
  7380. count++; //Should not retrigger this one.
  7381. break;
  7382. case 7: // stop freeze or stoned
  7383. {
  7384. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7385. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7386. }
  7387. break;
  7388. case 8: // curse coma and poison
  7389. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7390. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7391. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7392. break;
  7393. case 9: // confusion
  7394. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7395. break;
  7396. case 10: // 6666 damage, atk matk halved, cursed
  7397. status_fix_damage(src, bl, 6666, 0);
  7398. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7399. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7400. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7401. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7402. break;
  7403. case 11: // 4444 damage
  7404. status_fix_damage(src, bl, 4444, 0);
  7405. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7406. break;
  7407. case 12: // stun
  7408. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7409. break;
  7410. case 13: // atk,matk,hit,flee,def reduced
  7411. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7412. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7413. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7414. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7415. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7416. break;
  7417. default:
  7418. break;
  7419. }
  7420. } while ((--count) > 0);
  7421. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7422. }
  7423. break;
  7424. case SL_ALCHEMIST:
  7425. case SL_ASSASIN:
  7426. case SL_BARDDANCER:
  7427. case SL_BLACKSMITH:
  7428. case SL_CRUSADER:
  7429. case SL_HUNTER:
  7430. case SL_KNIGHT:
  7431. case SL_MONK:
  7432. case SL_PRIEST:
  7433. case SL_ROGUE:
  7434. case SL_SAGE:
  7435. case SL_SOULLINKER:
  7436. case SL_STAR:
  7437. case SL_SUPERNOVICE:
  7438. case SL_WIZARD:
  7439. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7440. if (sd && dstsd && !(((dstsd->class_&MAPID_UPPERMASK) == type) || (skill_id == SL_SUPERNOVICE && (dstsd->class_&JOBL_SUPER_NOVICE)))) {
  7441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7442. break;
  7443. }
  7444. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7445. { //Erase death count 1% of the casts
  7446. dstsd->die_counter = 0;
  7447. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7448. clif_specialeffect(bl, 0x152, AREA);
  7449. //SC_SPIRIT invokes status_calc_pc for us.
  7450. }
  7451. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7452. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7453. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7454. break;
  7455. case SL_HIGH:
  7456. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7457. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7458. break;
  7459. }
  7460. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7461. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7462. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7463. break;
  7464. case SL_SWOO:
  7465. if (tsce) {
  7466. if(sd)
  7467. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7468. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7469. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7470. break;
  7471. }
  7472. case SL_SKA: // [marquis007]
  7473. case SL_SKE:
  7474. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7475. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7476. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7477. break;
  7478. }
  7479. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7480. if (skill_id == SL_SKE)
  7481. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7482. break;
  7483. // New guild skills [Celest]
  7484. case GD_BATTLEORDER:
  7485. if(flag&1) {
  7486. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7487. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7488. } else if (status_get_guild_id(src)) {
  7489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7490. map_foreachinrange(skill_area_sub, src,
  7491. skill_get_splash(skill_id, skill_lv), BL_PC,
  7492. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7493. skill_castend_nodamage_id);
  7494. if (sd)
  7495. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7496. }
  7497. break;
  7498. case GD_REGENERATION:
  7499. if(flag&1) {
  7500. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7501. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7502. } else if (status_get_guild_id(src)) {
  7503. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7504. map_foreachinrange(skill_area_sub, src,
  7505. skill_get_splash(skill_id, skill_lv), BL_PC,
  7506. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7507. skill_castend_nodamage_id);
  7508. if (sd)
  7509. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7510. }
  7511. break;
  7512. case GD_RESTORE:
  7513. if(flag&1) {
  7514. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7515. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7516. } else if (status_get_guild_id(src)) {
  7517. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7518. map_foreachinrange(skill_area_sub, src,
  7519. skill_get_splash(skill_id, skill_lv), BL_PC,
  7520. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7521. skill_castend_nodamage_id);
  7522. if (sd)
  7523. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7524. }
  7525. break;
  7526. case GD_EMERGENCYCALL:
  7527. case GD_ITEMEMERGENCYCALL:
  7528. {
  7529. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7530. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7531. uint8 j = 0, calls = 0, called = 0;
  7532. struct guild *g;
  7533. // i don't know if it actually summons in a circle, but oh well. ;P
  7534. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7535. if (!g)
  7536. break;
  7537. if (skill_id == GD_ITEMEMERGENCYCALL)
  7538. switch (skill_lv) {
  7539. case 1: calls = 7; break;
  7540. case 2: calls = 12; break;
  7541. case 3: calls = 20; break;
  7542. default: calls = 0; break;
  7543. }
  7544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7545. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7546. if (j > 8)
  7547. j = 0;
  7548. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7549. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7550. continue;
  7551. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7552. dx[j] = dy[j] = 0;
  7553. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7554. called++;
  7555. }
  7556. }
  7557. if (sd)
  7558. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7559. }
  7560. break;
  7561. case SG_FEEL:
  7562. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7563. if (sd) {
  7564. if(!sd->feel_map[skill_lv-1].index)
  7565. clif_feel_req(sd->fd,sd, skill_lv);
  7566. else
  7567. clif_feel_info(sd, skill_lv-1, 1);
  7568. }
  7569. break;
  7570. case SG_HATE:
  7571. if (sd) {
  7572. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7573. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7574. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7575. }
  7576. break;
  7577. case GS_GLITTERING:
  7578. if(sd) {
  7579. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7580. if(rnd()%100 < (20+10*skill_lv))
  7581. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7582. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7583. pc_delspiritball(sd,1,0);
  7584. }
  7585. break;
  7586. case GS_CRACKER:
  7587. /* per official standards, this skill works on players and mobs. */
  7588. if (sd && (dstsd || dstmd))
  7589. {
  7590. i =65 -5*distance_bl(src,bl); //Base rate
  7591. if (i < 30) i = 30;
  7592. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7593. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7594. }
  7595. break;
  7596. case AM_CALLHOMUN: //[orn]
  7597. if (sd && !hom_call(sd))
  7598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7599. break;
  7600. case AM_REST:
  7601. if (sd) {
  7602. if (hom_vaporize(sd,HOM_ST_REST))
  7603. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7604. else
  7605. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7606. }
  7607. break;
  7608. case HAMI_CASTLE: //[orn]
  7609. if (rnd()%100 < 20 * skill_lv && src != bl) {
  7610. int x = src->x, y = src->y;
  7611. if (hd)
  7612. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7613. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7614. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7615. clif_blown(src);
  7616. if (unit_movepos(bl,x,y,0,0)) {
  7617. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7618. clif_blown(bl);
  7619. }
  7620. //TODO: Make casted skill also change its target
  7621. map_foreachinrange(skill_changetarget,src,AREA_SIZE,BL_CHAR,bl,src);
  7622. }
  7623. } else if (hd && hd->master) // Failed
  7624. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7625. else if (sd)
  7626. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7627. break;
  7628. case HVAN_CHAOTIC: //[orn]
  7629. {
  7630. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7631. int r = rnd()%100;
  7632. i = (skill_lv-1)%5;
  7633. if(r<per[i][0]) //Self
  7634. bl = src;
  7635. else if(r<per[i][1]) //Master
  7636. bl = battle_get_master(src);
  7637. else //Enemy
  7638. bl = map_id2bl(battle_gettarget(src));
  7639. if (!bl) bl = src;
  7640. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7641. //Eh? why double skill packet?
  7642. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7643. clif_skill_nodamage(src,bl,skill_id,i,1);
  7644. status_heal(bl, i, 0, 0);
  7645. }
  7646. break;
  7647. //Homun single-target support skills [orn]
  7648. case HAMI_BLOODLUST:
  7649. case HFLI_FLEET:
  7650. case HFLI_SPEED:
  7651. case HLIF_CHANGE:
  7652. case MH_ANGRIFFS_MODUS:
  7653. case MH_GOLDENE_FERSE:
  7654. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7655. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7656. if (hd)
  7657. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7658. break;
  7659. case NPC_DRAGONFEAR:
  7660. if (flag&1) {
  7661. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7662. int j;
  7663. j = i = rnd()%ARRAYLENGTH(sc);
  7664. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7665. i++;
  7666. if ( i == ARRAYLENGTH(sc) )
  7667. i = 0;
  7668. if (i == j)
  7669. break;
  7670. }
  7671. break;
  7672. }
  7673. case NPC_WIDEBLEEDING:
  7674. case NPC_WIDECONFUSE:
  7675. case NPC_WIDECURSE:
  7676. case NPC_WIDEFREEZE:
  7677. case NPC_WIDESLEEP:
  7678. case NPC_WIDESILENCE:
  7679. case NPC_WIDESTONE:
  7680. case NPC_WIDESTUN:
  7681. case NPC_SLOWCAST:
  7682. case NPC_WIDEHELLDIGNITY:
  7683. case NPC_WIDEHEALTHFEAR:
  7684. case NPC_WIDEBODYBURNNING:
  7685. case NPC_WIDEFROSTMISTY:
  7686. case NPC_WIDECOLD:
  7687. case NPC_WIDE_DEEP_SLEEP:
  7688. case NPC_WIDESIREN:
  7689. if (flag&1){
  7690. switch ( type ) {
  7691. case SC_BURNING:
  7692. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7693. break;
  7694. case SC_VOICEOFSIREN:
  7695. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7696. break;
  7697. default:
  7698. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7699. }
  7700. }
  7701. else {
  7702. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7703. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7704. map_foreachinrange(skill_area_sub, bl,
  7705. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7706. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7707. skill_castend_nodamage_id);
  7708. }
  7709. break;
  7710. case NPC_WIDESOULDRAIN:
  7711. if (flag&1)
  7712. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7713. else {
  7714. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7715. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7716. map_foreachinrange(skill_area_sub, bl,
  7717. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7718. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7719. skill_castend_nodamage_id);
  7720. }
  7721. break;
  7722. case ALL_PARTYFLEE:
  7723. if( sd && !(flag&1) )
  7724. {
  7725. if( !sd->status.party_id )
  7726. {
  7727. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7728. break;
  7729. }
  7730. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7731. }
  7732. else
  7733. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7734. break;
  7735. case NPC_TALK:
  7736. case ALL_WEWISH:
  7737. case ALL_CATCRY:
  7738. case ALL_DREAM_SUMMERNIGHT:
  7739. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7740. break;
  7741. case ALL_BUYING_STORE:
  7742. if( sd )
  7743. {// players only, skill allows 5 buying slots
  7744. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7745. }
  7746. break;
  7747. case RK_ENCHANTBLADE:
  7748. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7749. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7750. break;
  7751. case RK_DRAGONHOWLING:
  7752. if( flag&1)
  7753. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7754. else
  7755. {
  7756. skill_area_temp[2] = 0;
  7757. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7758. map_foreachinrange(skill_area_sub, src,
  7759. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7760. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7761. skill_castend_nodamage_id);
  7762. }
  7763. break;
  7764. case RK_IGNITIONBREAK:
  7765. case LG_EARTHDRIVE:
  7766. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7767. i = skill_get_splash(skill_id,skill_lv);
  7768. if( skill_id == LG_EARTHDRIVE ) {
  7769. int dummy = 1;
  7770. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  7771. }
  7772. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7773. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7774. break;
  7775. case RK_STONEHARDSKIN:
  7776. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7777. {
  7778. int heal = sstatus->hp / 5; // 20% HP
  7779. if( status_charge(bl,heal,0) )
  7780. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7781. else
  7782. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7783. }
  7784. break;
  7785. case RK_REFRESH:
  7786. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7787. {
  7788. int heal = status_get_max_hp(bl) * 25 / 100;
  7789. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7790. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7791. status_heal(bl,heal,0,1);
  7792. status_change_clear_buffs(bl,4);
  7793. }
  7794. break;
  7795. case RK_MILLENNIUMSHIELD:
  7796. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7797. {
  7798. int8 rate = rnd()%100;
  7799. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7800. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7801. clif_millenniumshield(bl,shields);
  7802. clif_skill_nodamage(src,bl,skill_id,1,1);
  7803. }
  7804. break;
  7805. case RK_GIANTGROWTH:
  7806. case RK_VITALITYACTIVATION:
  7807. case RK_ABUNDANCE:
  7808. case RK_CRUSHSTRIKE:
  7809. if( sd )
  7810. {
  7811. int lv = 1; // RK_GIANTGROWTH
  7812. if( skill_id == RK_VITALITYACTIVATION )
  7813. lv = 2;
  7814. else if( skill_id == RK_ABUNDANCE )
  7815. lv = 6;
  7816. else if( skill_id == RK_CRUSHSTRIKE )
  7817. lv = 7;
  7818. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7819. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7820. }
  7821. break;
  7822. case RK_FIGHTINGSPIRIT: {
  7823. int atkbonus = 7 * party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7824. if( flag&1 ) {
  7825. if( src == bl )
  7826. sc_start2(src,bl,type,100,atkbonus,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7827. else
  7828. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7829. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7830. if( sd->status.party_id )
  7831. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7832. else
  7833. sc_start2(src,bl,type,100,7,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7834. clif_skill_nodamage(src,bl,skill_id,1,1);
  7835. }
  7836. }
  7837. break;
  7838. case RK_LUXANIMA:
  7839. if( !sd->status.party_id || flag&1 ) {
  7840. if( src == bl ) break;
  7841. while( skill_area_temp[5] >= 0x10 ) {
  7842. type = SC_NONE;
  7843. i = 0;
  7844. if( skill_area_temp[5]&0x10 ) {
  7845. if( dstsd ) {
  7846. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7847. clif_millenniumshield(bl,i);
  7848. skill_area_temp[5] &= ~0x10;
  7849. type = SC_MILLENNIUMSHIELD;
  7850. }
  7851. } else if( skill_area_temp[5]&0x20 ) {
  7852. i = status_get_max_hp(bl) * 25 / 100;
  7853. status_change_clear_buffs(bl,4);
  7854. skill_area_temp[5] &= ~0x20;
  7855. status_heal(bl,i,0,1);
  7856. type = SC_REFRESH;
  7857. } else if( skill_area_temp[5]&0x40 ) {
  7858. skill_area_temp[5] &= ~0x40;
  7859. type = SC_GIANTGROWTH;
  7860. } else if( skill_area_temp[5]&0x80 ) {
  7861. if( dstsd ) {
  7862. i = sstatus->hp / 5;
  7863. if( status_charge(bl,i,0) )
  7864. type = SC_STONEHARDSKIN;
  7865. skill_area_temp[5] &= ~0x80;
  7866. }
  7867. } else if( skill_area_temp[5]&0x100 ) {
  7868. skill_area_temp[5] &= ~0x100;
  7869. type = SC_VITALITYACTIVATION;
  7870. } else if( skill_area_temp[5]&0x200 ) {
  7871. skill_area_temp[5] &= ~0x200;
  7872. type = SC_ABUNDANCE;
  7873. }
  7874. if( type > SC_NONE )
  7875. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7876. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7877. } //end while
  7878. } else if( sd ) {
  7879. if( tsc && tsc->count ) {
  7880. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7881. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7882. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7883. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7884. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7885. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7886. }
  7887. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7888. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7889. }
  7890. break;
  7891. case GC_ROLLINGCUTTER:
  7892. {
  7893. short count = 1;
  7894. skill_area_temp[2] = 0;
  7895. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  7896. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7897. { // Every time the skill is casted the status change is reseted adding a counter.
  7898. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7899. if( count > 10 )
  7900. count = 10; // Max coounter
  7901. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7902. }
  7903. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7904. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7905. }
  7906. break;
  7907. case GC_WEAPONBLOCKING:
  7908. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7909. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7910. else
  7911. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7913. break;
  7914. case GC_CREATENEWPOISON:
  7915. if( sd )
  7916. {
  7917. clif_skill_produce_mix_list(sd,skill_id,25);
  7918. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7919. }
  7920. break;
  7921. case GC_POISONINGWEAPON:
  7922. if( sd ) {
  7923. clif_poison_list(sd,skill_lv);
  7924. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7925. }
  7926. break;
  7927. case GC_ANTIDOTE:
  7928. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7929. if( tsc )
  7930. {
  7931. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7932. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7933. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7934. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7935. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7936. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7937. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7938. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7939. }
  7940. break;
  7941. case GC_PHANTOMMENACE:
  7942. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7943. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7944. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7945. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7946. break;
  7947. case GC_HALLUCINATIONWALK:
  7948. {
  7949. int heal = status_get_max_hp(bl) / 10;
  7950. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7951. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7952. break;
  7953. }
  7954. if( !status_charge(bl,heal,0) )
  7955. {
  7956. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7957. break;
  7958. }
  7959. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7960. }
  7961. break;
  7962. case AB_ANCILLA:
  7963. if( sd ) {
  7964. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7965. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7966. }
  7967. break;
  7968. case AB_CLEMENTIA:
  7969. case AB_CANTO:
  7970. {
  7971. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  7972. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  7973. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7974. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7975. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7976. else if( sd )
  7977. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7978. }
  7979. break;
  7980. case AB_PRAEFATIO:
  7981. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7982. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  7983. else if( sd )
  7984. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7985. break;
  7986. case AB_CHEAL:
  7987. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7988. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7989. int partycount = ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0 );
  7990. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7991. if( partycount > 1 )
  7992. i += (i / 100) * (partycount * 10) / 4;
  7993. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7994. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7995. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7996. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7997. i = ~i + 1;
  7998. status_heal(bl, i, 0, 0);
  7999. }
  8000. }
  8001. else if( sd )
  8002. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8003. break;
  8004. case AB_ORATIO:
  8005. if( flag&1 )
  8006. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8007. else
  8008. {
  8009. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8010. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8011. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8012. }
  8013. break;
  8014. case AB_LAUDAAGNUS:
  8015. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8016. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8017. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8018. // Success Chance: (40 + 10 * Skill Level) %
  8019. if( rnd()%100 > 40+10*skill_lv ) break;
  8020. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8021. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8022. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8023. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8024. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8025. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8026. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8027. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8028. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8029. } else if( sd )
  8030. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8031. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8032. break;
  8033. case AB_LAUDARAMUS:
  8034. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8035. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8036. // Success Chance: (40 + 10 * Skill Level) %
  8037. if( rnd()%100 > 40+10*skill_lv ) break;
  8038. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8039. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8040. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8041. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8042. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8043. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8044. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8045. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8046. } else if( sd )
  8047. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8048. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8049. break;
  8050. case AB_CLEARANCE:
  8051. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  8052. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8053. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8054. break;
  8055. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8056. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8057. if (sd)
  8058. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8059. break;
  8060. }
  8061. if(status_isimmune(bl))
  8062. break;
  8063. //Remove bonus_script by Clearance
  8064. if (dstsd)
  8065. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8066. if(!tsc || !tsc->count)
  8067. break;
  8068. for( i = 0; i < SC_MAX; i++ ) {
  8069. if (!tsc->data[i])
  8070. continue;
  8071. switch (i) {
  8072. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8073. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8074. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8075. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8076. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8077. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8078. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8079. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  8080. case SC_SPIRIT: case SC_AUTOBERSERK:
  8081. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8082. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8083. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8084. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8085. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8086. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8087. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8088. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  8089. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8090. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8091. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8092. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8093. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8094. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8095. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8096. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8097. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8098. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8099. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8100. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8101. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8102. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8103. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8104. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8105. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  8106. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  8107. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8108. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8109. case SC_HAWKEYES: case SC_PUSH_CART:
  8110. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  8111. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  8112. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8113. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8114. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  8115. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  8116. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  8117. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8118. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  8119. #ifdef RENEWAL
  8120. case SC_EXTREMITYFIST2:
  8121. #endif
  8122. continue;
  8123. case SC_ASSUMPTIO:
  8124. if( bl->type == BL_MOB )
  8125. continue;
  8126. break;
  8127. }
  8128. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8129. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8130. }
  8131. break;
  8132. }
  8133. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8134. break;
  8135. case AB_SILENTIUM:
  8136. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8137. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8138. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8139. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8140. break;
  8141. case WL_STASIS:
  8142. if( flag&1 )
  8143. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8144. else
  8145. {
  8146. if (battle_config.skill_wall_check)
  8147. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8148. else
  8149. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8150. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8151. }
  8152. break;
  8153. case AB_OFFERTORIUM:{
  8154. struct status_change *sc = status_get_sc(src);
  8155. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8156. if( sc ) {
  8157. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8158. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8159. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8160. }
  8161. }
  8162. }
  8163. break;
  8164. case LG_KINGS_GRACE:
  8165. if( flag&1 ) {
  8166. int sc_toend[] = { SC_POISON, SC_BLIND, SC_FREEZE, SC_STONE, SC_STUN, SC_SLEEP, SC_BLEEDING, SC_CURSE,
  8167. SC_CONFUSION, SC_HALLUCINATION, SC_SILENCE, SC_BURNING, SC_CRYSTALIZE, SC_FREEZING,
  8168. SC_DEEPSLEEP, SC_FEAR, SC_MANDRAGORA};
  8169. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8170. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8171. }
  8172. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8173. } else {
  8174. skill_area_temp[2] = 0;
  8175. if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
  8176. flag |= BCT_GUILD;
  8177. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1, skill_castend_nodamage_id);
  8178. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8179. }
  8180. break;
  8181. case WL_WHITEIMPRISON:
  8182. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8183. {
  8184. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8185. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8186. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8187. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8188. if( sd )
  8189. skill_blockpc_start(sd,skill_id,4000);
  8190. if( !(tsc && tsc->data[type]) ){
  8191. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8192. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8193. if( !i )
  8194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8195. }
  8196. }else
  8197. if( sd )
  8198. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8199. break;
  8200. case WL_FROSTMISTY:
  8201. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8202. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8203. break;
  8204. case WL_JACKFROST:
  8205. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8206. if (battle_config.skill_wall_check)
  8207. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8208. else
  8209. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8210. break;
  8211. case WL_MARSHOFABYSS:
  8212. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8213. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8214. skill_get_time(skill_id, skill_lv)));
  8215. break;
  8216. case WL_SIENNAEXECRATE:
  8217. if( status_isimmune(bl) || !tsc )
  8218. break;
  8219. if( flag&1 ) {
  8220. if( bl->id == skill_area_temp[1] )
  8221. break; // Already work on this target
  8222. if( tsc && tsc->data[SC_STONE] )
  8223. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8224. else
  8225. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8226. } else {
  8227. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8228. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8229. if( rnd()%100 < rate ) { // Success on First Target
  8230. if( !tsc->data[SC_STONE] )
  8231. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8232. else {
  8233. rate = 1;
  8234. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8235. }
  8236. if( rate ) {
  8237. skill_area_temp[1] = bl->id;
  8238. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8239. }
  8240. // Doesn't send failure packet if it fails on defense.
  8241. }
  8242. else if( sd ) // Failure on Rate
  8243. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8244. }
  8245. break;
  8246. case WL_SUMMONFB:
  8247. case WL_SUMMONBL:
  8248. case WL_SUMMONWB:
  8249. case WL_SUMMONSTONE:
  8250. {
  8251. short element = 0, sctype = 0, pos = -1;
  8252. struct status_change *sc = status_get_sc(src);
  8253. if( !sc )
  8254. break;
  8255. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8256. if( !sctype && !sc->data[i] )
  8257. sctype = i; // Take the free SC
  8258. if( sc->data[i] )
  8259. pos = max(sc->data[i]->val2,pos);
  8260. }
  8261. if( !sctype ) {
  8262. if( sd ) // No free slots to put SC
  8263. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8264. break;
  8265. }
  8266. pos++; // Used in val2 for SC. Indicates the order of this ball
  8267. switch( skill_id ) { // Set val1. The SC element for this ball
  8268. case WL_SUMMONFB: element = WLS_FIRE; break;
  8269. case WL_SUMMONBL: element = WLS_WIND; break;
  8270. case WL_SUMMONWB: element = WLS_WATER; break;
  8271. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8272. }
  8273. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8274. clif_skill_nodamage(src,bl,skill_id,0,0);
  8275. }
  8276. break;
  8277. case WL_READING_SB:
  8278. if( sd ) {
  8279. struct status_change *sc = status_get_sc(bl);
  8280. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8281. if( sc && !sc->data[i] )
  8282. break;
  8283. if( i == SC_MAXSPELLBOOK ) {
  8284. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8285. break;
  8286. }
  8287. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8288. clif_spellbook_list(sd);
  8289. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8290. }
  8291. break;
  8292. case RA_FEARBREEZE:
  8293. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8294. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8295. break;
  8296. case RA_WUGMASTERY:
  8297. if( sd ) {
  8298. if( !pc_iswug(sd) )
  8299. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8300. else
  8301. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8302. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8303. }
  8304. break;
  8305. case RA_WUGRIDER:
  8306. if( sd ) {
  8307. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8308. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8309. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8310. } else if( pc_isridingwug(sd) ) {
  8311. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8312. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8313. }
  8314. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8315. }
  8316. break;
  8317. case RA_WUGDASH:
  8318. if( tsce ) {
  8319. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8320. map_freeblock_unlock();
  8321. return 0;
  8322. }
  8323. if( sd && pc_isridingwug(sd) ) {
  8324. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8325. clif_walkok(sd);
  8326. }
  8327. break;
  8328. case RA_SENSITIVEKEEN:
  8329. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8330. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8331. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8332. break;
  8333. case NC_F_SIDESLIDE:
  8334. case NC_B_SIDESLIDE:
  8335. {
  8336. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8337. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8338. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8339. }
  8340. break;
  8341. case NC_SELFDESTRUCTION:
  8342. if( sd ) {
  8343. if( pc_ismadogear(sd) )
  8344. pc_setmadogear(sd, 0);
  8345. skill_area_temp[1] = 0;
  8346. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8347. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8348. status_set_sp(src, 0, 0);
  8349. skill_clear_unitgroup(src);
  8350. }
  8351. break;
  8352. case NC_ANALYZE:
  8353. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8354. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8355. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8356. if( sd ) pc_overheat(sd,1);
  8357. break;
  8358. case NC_MAGNETICFIELD:
  8359. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8360. {
  8361. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8362. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8363. if (sd) pc_overheat(sd,1);
  8364. }
  8365. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8366. break;
  8367. case NC_REPAIR:
  8368. if( sd ) {
  8369. int heal, hp = 0;
  8370. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8371. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8372. break;
  8373. }
  8374. switch(skill_lv) {
  8375. case 1: hp = 4; break;
  8376. case 2: hp = 7; break;
  8377. case 3: hp = 13; break;
  8378. case 4: hp = 17; break;
  8379. case 5: default: hp = 23; break;
  8380. }
  8381. heal = dstsd->status.max_hp * hp / 100;
  8382. status_heal(bl,heal,0,2);
  8383. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8384. }
  8385. break;
  8386. case NC_DISJOINT:
  8387. {
  8388. if( bl->type != BL_MOB ) break;
  8389. md = map_id2md(bl->id);
  8390. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8391. status_kill(bl);
  8392. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8393. }
  8394. break;
  8395. case SC_AUTOSHADOWSPELL:
  8396. if( sd ) {
  8397. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8398. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8399. {
  8400. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8401. clif_autoshadowspell_list(sd);
  8402. clif_skill_nodamage(src,bl,skill_id,1,1);
  8403. }
  8404. else
  8405. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8406. }
  8407. break;
  8408. case SC_SHADOWFORM:
  8409. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8410. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8411. dstsd->shadowform_id = src->id;
  8412. }
  8413. else if( sd )
  8414. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8415. break;
  8416. case SC_BODYPAINT:
  8417. if( flag&1 ) {
  8418. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8419. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8420. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8421. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8422. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8423. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8424. }
  8425. } else {
  8426. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8427. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8428. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8429. }
  8430. break;
  8431. case SC_ENERVATION:
  8432. case SC_GROOMY:
  8433. case SC_LAZINESS:
  8434. case SC_UNLUCKY:
  8435. case SC_WEAKNESS:
  8436. if( !(tsc && tsc->data[type]) ) {
  8437. int rate;
  8438. if (is_boss(bl))
  8439. break;
  8440. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8441. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8442. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8443. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8444. } else if( sd )
  8445. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8446. break;
  8447. case SC_IGNORANCE:
  8448. if( !(tsc && tsc->data[type]) ) {
  8449. int rate;
  8450. if (is_boss(bl))
  8451. break;
  8452. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8453. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8454. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8455. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8456. int sp = 100 * skill_lv;
  8457. if( dstmd )
  8458. sp = dstmd->level;
  8459. if( !dstmd )
  8460. status_zap(bl, 0, sp);
  8461. status_heal(src, 0, sp / 2, 3);
  8462. } else if( sd )
  8463. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8464. } else if( sd )
  8465. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8466. break;
  8467. case LG_TRAMPLE:
  8468. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8469. if (rnd()%100 < (25 + 25 * skill_lv))
  8470. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8471. break;
  8472. case LG_REFLECTDAMAGE:
  8473. if( tsc && tsc->data[type] )
  8474. status_change_end(bl,type,INVALID_TIMER);
  8475. else
  8476. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8477. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8478. break;
  8479. case LG_SHIELDSPELL:
  8480. if (sd) {
  8481. int opt = 0;
  8482. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8483. struct item_data *shield_data = NULL;
  8484. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8485. shield_data = sd->inventory_data[index];
  8486. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8487. shield_def = shield_mdef = shield_refine = 10;
  8488. else {
  8489. shield_def = shield_data->def;
  8490. shield_mdef = sd->bonus.shieldmdef;
  8491. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8492. }
  8493. if (flag&1) {
  8494. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8495. break;
  8496. }
  8497. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8498. switch(skill_lv) {
  8499. case 1: { // DEF Based
  8500. int splashrange = 0;
  8501. #ifdef RENEWAL
  8502. if (shield_def >= 0 && shield_def <= 40)
  8503. #else
  8504. if (shield_def >= 0 && shield_def <= 4)
  8505. #endif
  8506. splashrange = 1;
  8507. #ifdef RENEWAL
  8508. else if (shield_def >= 41 && shield_def <= 80)
  8509. #else
  8510. else if (shield_def >= 5 && shield_def <= 9)
  8511. #endif
  8512. splashrange = 2;
  8513. else
  8514. splashrange = 3;
  8515. switch(opt) {
  8516. case 1: // Splash AoE ATK
  8517. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8518. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8519. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8520. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8521. break;
  8522. case 2: // % Damage Reflecting Increase
  8523. #ifdef RENEWAL
  8524. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8525. #else
  8526. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8527. #endif
  8528. break;
  8529. case 3: // Equipment Attack Increase
  8530. #ifdef RENEWAL
  8531. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8532. #else
  8533. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8534. #endif
  8535. break;
  8536. }
  8537. }
  8538. break;
  8539. case 2: { // MDEF Based
  8540. int splashrange = 0;
  8541. if (shield_mdef >= 1 && shield_mdef <= 3)
  8542. splashrange = 1;
  8543. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8544. splashrange = 2;
  8545. else
  8546. splashrange = 3;
  8547. switch(opt) {
  8548. case 1: // Splash AoE MATK
  8549. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8550. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8551. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8552. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8553. break;
  8554. case 2: // Splash AoE Lex Divina
  8555. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8556. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8557. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8558. break;
  8559. case 3: // Casts Magnificat.
  8560. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8561. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8562. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8563. break;
  8564. }
  8565. }
  8566. break;
  8567. case 3: // Refine Based
  8568. switch(opt) {
  8569. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8570. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8571. break;
  8572. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8573. #ifdef RENEWAL
  8574. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8575. #else
  8576. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8577. #endif
  8578. break;
  8579. case 3: // Recovers HP depending on Shield refine rate.
  8580. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8581. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8582. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8583. break;
  8584. }
  8585. break;
  8586. }
  8587. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8588. }
  8589. break;
  8590. case LG_PIETY:
  8591. if( flag&1 )
  8592. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8593. else {
  8594. skill_area_temp[2] = 0;
  8595. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8596. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8597. }
  8598. break;
  8599. case LG_INSPIRATION:
  8600. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8601. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8602. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8603. clif_updatestatus(sd,SP_BASEEXP);
  8604. clif_updatestatus(sd,SP_JOBEXP);
  8605. }
  8606. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8607. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8608. break;
  8609. case SR_CURSEDCIRCLE:
  8610. if( flag&1 ) {
  8611. if( is_boss(bl) ) break;
  8612. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8613. if( bl->type == BL_MOB )
  8614. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8615. unit_stop_attack(bl);
  8616. clif_bladestop(src, bl->id, 1);
  8617. map_freeblock_unlock();
  8618. return 1;
  8619. }
  8620. } else {
  8621. int count = 0;
  8622. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8623. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  8624. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8625. if( sd ) pc_delspiritball(sd, count, 0);
  8626. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8627. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8628. }
  8629. break;
  8630. case SR_RAISINGDRAGON:
  8631. if( sd ) {
  8632. short max = 5 + skill_lv;
  8633. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8634. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8635. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8636. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8637. }
  8638. break;
  8639. case SR_ASSIMILATEPOWER:
  8640. if( flag&1 ) {
  8641. i = 0;
  8642. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8643. {
  8644. i = dstsd->spiritball; //1%sp per spiritball.
  8645. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8646. }
  8647. if( i ) status_percent_heal(src, 0, i);
  8648. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8649. } else {
  8650. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8651. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8652. }
  8653. break;
  8654. case SR_POWERVELOCITY:
  8655. if( !dstsd )
  8656. break;
  8657. if( sd && dstsd->spiritball <= 5 ) {
  8658. for(i = 0; i <= 5; i++) {
  8659. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8660. pc_delspiritball(sd, sd->spiritball, 0);
  8661. }
  8662. }
  8663. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8664. break;
  8665. case SR_GENTLETOUCH_CURE:
  8666. {
  8667. int heal;
  8668. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8669. status_heal(bl, heal, 0, 0);
  8670. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8671. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8672. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8673. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8674. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8675. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8676. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8677. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8678. }
  8679. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8680. }
  8681. break;
  8682. case SR_GENTLETOUCH_ENERGYGAIN:
  8683. case SR_GENTLETOUCH_CHANGE:
  8684. case SR_GENTLETOUCH_REVITALIZE:
  8685. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8686. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8687. break;
  8688. case SR_FLASHCOMBO:
  8689. if( sd )
  8690. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8691. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8692. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8693. for( i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++ )
  8694. skill_addtimerskill(src,tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1),bl->id,0,0,i,skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8695. break;
  8696. case WA_SWING_DANCE:
  8697. case WA_MOONLIT_SERENADE:
  8698. case WA_SYMPHONY_OF_LOVER:
  8699. case MI_RUSH_WINDMILL:
  8700. case MI_ECHOSONG:
  8701. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8702. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8703. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8704. } else if( sd ) {
  8705. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8706. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8707. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8708. }
  8709. break;
  8710. case MI_HARMONIZE:
  8711. if( src != bl )
  8712. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8713. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8714. break;
  8715. case WM_DEADHILLHERE:
  8716. if( bl->type == BL_PC ) {
  8717. if( !status_isdead(bl) )
  8718. break;
  8719. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8720. int heal = tstatus->sp;
  8721. if( heal <= 0 )
  8722. heal = 1;
  8723. tstatus->hp = heal;
  8724. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8725. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8726. pc_revive((TBL_PC*)bl,heal,0);
  8727. clif_resurrection(bl,1);
  8728. }
  8729. }
  8730. break;
  8731. case WM_SIRCLEOFNATURE:
  8732. if( flag&1 )
  8733. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8734. else {
  8735. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  8736. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8737. }
  8738. break;
  8739. case WM_VOICEOFSIREN:
  8740. if( flag&1 ) {
  8741. tick = (status_get_lv(bl) > 150 ? 150 : status_get_lv(bl)) / 10 + (dstsd ? (dstsd->status.job_level > 50 ? 50 : dstsd->status.job_level) / 5 : 0);
  8742. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv) - (1000 * tick));
  8743. } else {
  8744. int rate = 6 * skill_lv + ((sd) ? pc_checkskill(sd,WM_LESSON) * 2 + (sd->status.job_level > 50 ? 50 : sd->status.job_level) / 2 : skill_get_max(WM_LESSON));
  8745. if (rnd()%100 < rate) {
  8746. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8747. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8748. }
  8749. }
  8750. break;
  8751. case WM_GLOOMYDAY:
  8752. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8753. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8754. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8755. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8756. {
  8757. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8758. break;
  8759. }
  8760. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8761. break;
  8762. case WM_SATURDAY_NIGHT_FEVER:
  8763. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8764. if( !(tsc && tsc->data[type]) )
  8765. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8766. } else if( flag&2 ) {
  8767. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8768. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8769. } else if( sd ) {
  8770. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8771. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8772. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8773. break;
  8774. }
  8775. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8776. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8777. flag |= 2;
  8778. else
  8779. flag |= 1;
  8780. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  8781. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8782. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8783. if( flag&2 ) // Dealed here to prevent conflicts
  8784. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8785. }
  8786. break;
  8787. case WM_SONG_OF_MANA:
  8788. case WM_DANCE_WITH_WUG:
  8789. case WM_LERADS_DEW:
  8790. case WM_UNLIMITED_HUMMING_VOICE:
  8791. if( flag&1 ) { // These affect to to all party members near the caster.
  8792. struct status_change *sc = status_get_sc(src);
  8793. if( sc && sc->data[type] ) {
  8794. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8795. }
  8796. } else if( sd ) {
  8797. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8798. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8800. }
  8801. break;
  8802. case WM_MELODYOFSINK:
  8803. case WM_BEYOND_OF_WARCRY:
  8804. if( flag&1 ) {
  8805. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8806. } else { // These affect to all targets arround the caster.
  8807. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8808. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8809. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8810. }
  8811. }
  8812. break;
  8813. case WM_RANDOMIZESPELL:
  8814. if (!skill_improvise_count) {
  8815. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8816. break;
  8817. }
  8818. else {
  8819. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  8820. do {
  8821. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8822. improv_skill_id = skill_improvise_db[i].skill_id;
  8823. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  8824. if (!skill_get_index(improv_skill_id)) {
  8825. if (sd)
  8826. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8827. break;
  8828. }
  8829. improv_skill_lv = 4 + skill_lv;
  8830. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8831. if( sd ) {
  8832. sd->state.abra_flag = 2;
  8833. sd->skillitem = improv_skill_id;
  8834. sd->skillitemlv = improv_skill_lv;
  8835. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8836. } else {
  8837. struct unit_data *ud = unit_bl2ud(src);
  8838. int inf = skill_get_inf(improv_skill_id);
  8839. if (!ud) break;
  8840. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8841. if (src->type == BL_PET)
  8842. bl = (struct block_list*)((TBL_PET*)src)->master;
  8843. if (!bl) bl = src;
  8844. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8845. } else {
  8846. int target_id = 0;
  8847. if (ud->target)
  8848. target_id = ud->target;
  8849. else switch (src->type) {
  8850. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8851. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8852. }
  8853. if (!target_id)
  8854. break;
  8855. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8856. bl = map_id2bl(target_id);
  8857. if (!bl) bl = src;
  8858. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8859. } else
  8860. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8861. }
  8862. }
  8863. }
  8864. break;
  8865. case RETURN_TO_ELDICASTES:
  8866. case ALL_GUARDIAN_RECALL:
  8867. case ECLAGE_RECALL:
  8868. if( sd )
  8869. {
  8870. short x=0, y=0; // Destiny position.
  8871. unsigned short mapindex=0;
  8872. switch(skill_id){
  8873. default:
  8874. case RETURN_TO_ELDICASTES:
  8875. x = 198;
  8876. y = 187;
  8877. mapindex = mapindex_name2id(MAP_DICASTES);
  8878. break;
  8879. case ALL_GUARDIAN_RECALL:
  8880. x = 44;
  8881. y = 151;
  8882. mapindex = mapindex_name2id(MAP_MORA);
  8883. break;
  8884. case ECLAGE_RECALL:
  8885. x = 47;
  8886. y = 31;
  8887. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8888. break;
  8889. }
  8890. if(!mapindex)
  8891. { //Given map not found?
  8892. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8893. map_freeblock_unlock();
  8894. return 0;
  8895. }
  8896. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8897. }
  8898. break;
  8899. case ECL_SNOWFLIP:
  8900. case ECL_PEONYMAMY:
  8901. case ECL_SADAGUI:
  8902. case ECL_SEQUOIADUST:
  8903. switch(skill_id){
  8904. case ECL_SNOWFLIP:
  8905. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8906. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8907. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8908. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8909. break;
  8910. case ECL_PEONYMAMY:
  8911. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8912. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8913. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8914. break;
  8915. case ECL_SADAGUI:
  8916. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8917. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8918. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8919. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8920. break;
  8921. case ECL_SEQUOIADUST:
  8922. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8923. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8924. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8925. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8926. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8927. break;
  8928. }
  8929. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8930. break;
  8931. case GM_SANDMAN:
  8932. if( tsc ) {
  8933. if( tsc->opt1 == OPT1_SLEEP )
  8934. tsc->opt1 = 0;
  8935. else
  8936. tsc->opt1 = OPT1_SLEEP;
  8937. clif_changeoption(bl);
  8938. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8939. }
  8940. break;
  8941. case SO_ARRULLO:
  8942. {
  8943. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8944. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8945. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8946. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8947. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8948. }
  8949. break;
  8950. case WM_LULLABY_DEEPSLEEP:
  8951. if( flag&1 ){
  8952. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8953. int rate = (4 * skill_lv) + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : skill_get_max(WM_LESSON)) + status_get_lv(src) / 15;
  8954. if( bl != src )
  8955. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8956. } else {
  8957. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8958. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8959. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8960. }
  8961. break;
  8962. case SO_SUMMON_AGNI:
  8963. case SO_SUMMON_AQUA:
  8964. case SO_SUMMON_VENTUS:
  8965. case SO_SUMMON_TERA:
  8966. if( sd ) {
  8967. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8968. // Remove previous elemental fisrt.
  8969. if( sd->ed )
  8970. elemental_delete(sd->ed,0);
  8971. // Summoning the new one.
  8972. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8974. break;
  8975. }
  8976. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8977. }
  8978. break;
  8979. case SO_EL_CONTROL:
  8980. if( sd ) {
  8981. int mode = EL_MODE_PASSIVE; // Standard mode.
  8982. if( !sd->ed ) break;
  8983. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8984. elemental_delete(sd->ed, 0);
  8985. break;
  8986. }
  8987. switch( skill_lv ) {// Select mode bassed on skill level used.
  8988. case 2: mode = EL_MODE_ASSIST; break;
  8989. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8990. }
  8991. if( !elemental_change_mode(sd->ed,mode) ) {
  8992. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8993. break;
  8994. }
  8995. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8996. }
  8997. break;
  8998. case SO_EL_ACTION:
  8999. if( sd ) {
  9000. int duration = 3000;
  9001. if( !sd->ed )
  9002. break;
  9003. switch(sd->ed->db->class_) {
  9004. case 2115:case 2124:
  9005. case 2118:case 2121:
  9006. duration = 6000;
  9007. break;
  9008. case 2116:case 2119:
  9009. case 2122:case 2125:
  9010. duration = 9000;
  9011. break;
  9012. }
  9013. sd->skill_id_old = skill_id;
  9014. elemental_action(sd->ed, bl, tick);
  9015. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9016. skill_blockpc_start(sd, skill_id, duration);
  9017. }
  9018. break;
  9019. case SO_EL_CURE:
  9020. if( sd ) {
  9021. struct elemental_data *ed = sd->ed;
  9022. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9023. int e_hp, e_sp;
  9024. if( !ed ) break;
  9025. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9026. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9027. break;
  9028. }
  9029. e_hp = ed->battle_status.max_hp * 10 / 100;
  9030. e_sp = ed->battle_status.max_sp * 10 / 100;
  9031. status_heal(&ed->bl,e_hp,e_sp,3);
  9032. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9033. }
  9034. break;
  9035. case GN_CHANGEMATERIAL:
  9036. case SO_EL_ANALYSIS:
  9037. if( sd ) {
  9038. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9039. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9040. }
  9041. break;
  9042. case GN_BLOOD_SUCKER:
  9043. {
  9044. struct status_change *sc = status_get_sc(src);
  9045. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9046. if( tsc && tsc->data[type] ){
  9047. (sc->bs_counter)--;
  9048. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9049. }
  9050. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9051. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9052. (sc->bs_counter)++;
  9053. } else if( sd ) {
  9054. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9055. break;
  9056. }
  9057. }
  9058. break;
  9059. case GN_MANDRAGORA:
  9060. if( flag&1 ) {
  9061. int rate = (25 + 10 * skill_lv) - ((tstatus->vit + tstatus->luk) / 5);
  9062. if (rate < 10)
  9063. rate = 10;
  9064. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  9065. sc_start(src,bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv))) )
  9066. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9067. } else
  9068. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9069. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9070. break;
  9071. case GN_SLINGITEM:
  9072. if( sd ) {
  9073. short ammo_id;
  9074. i = sd->equip_index[EQI_AMMO];
  9075. if( i < 0 )
  9076. break; // No ammo.
  9077. ammo_id = sd->inventory_data[i]->nameid;
  9078. if( ammo_id <= 0 )
  9079. break;
  9080. sd->itemid = ammo_id;
  9081. if( itemdb_is_GNbomb(ammo_id) ) {
  9082. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9083. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9084. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9085. else
  9086. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9087. } else //Otherwise, it fails, shows animation and removes items.
  9088. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9089. } else if( itemdb_is_GNthrowable(ammo_id) ){
  9090. struct script_code *script = sd->inventory_data[i]->script;
  9091. if( !script )
  9092. break;
  9093. if( dstsd )
  9094. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  9095. else
  9096. run_script(script,0,src->id,0);
  9097. }
  9098. }
  9099. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9100. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9101. break;
  9102. case GN_MIX_COOKING:
  9103. case GN_MAKEBOMB:
  9104. case GN_S_PHARMACY:
  9105. if( sd ) {
  9106. int qty = 1;
  9107. sd->skill_id_old = skill_id;
  9108. sd->skill_lv_old = skill_lv;
  9109. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9110. qty = 10;
  9111. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9112. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9113. }
  9114. break;
  9115. case EL_CIRCLE_OF_FIRE:
  9116. case EL_PYROTECHNIC:
  9117. case EL_HEATER:
  9118. case EL_TROPIC:
  9119. case EL_AQUAPLAY:
  9120. case EL_COOLER:
  9121. case EL_CHILLY_AIR:
  9122. case EL_GUST:
  9123. case EL_BLAST:
  9124. case EL_WILD_STORM:
  9125. case EL_PETROLOGY:
  9126. case EL_CURSED_SOIL:
  9127. case EL_UPHEAVAL:
  9128. case EL_FIRE_CLOAK:
  9129. case EL_WATER_DROP:
  9130. case EL_WIND_CURTAIN:
  9131. case EL_SOLID_SKIN:
  9132. case EL_STONE_SHIELD:
  9133. case EL_WIND_STEP: {
  9134. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9135. if( ele ) {
  9136. sc_type type2 = (sc_type)(type-1);
  9137. struct status_change *sc = status_get_sc(&ele->bl);
  9138. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9139. elemental_clean_single_effect(ele, skill_id);
  9140. } else {
  9141. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9142. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9143. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9144. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  9145. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9146. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9147. }
  9148. }
  9149. }
  9150. break;
  9151. case EL_FIRE_MANTLE:
  9152. case EL_WATER_BARRIER:
  9153. case EL_ZEPHYR:
  9154. case EL_POWER_OF_GAIA:
  9155. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9156. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9157. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9158. break;
  9159. case EL_WATER_SCREEN: {
  9160. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9161. if( ele ) {
  9162. struct status_change *sc = status_get_sc(&ele->bl);
  9163. sc_type type2 = (sc_type)(type-1);
  9164. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9165. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9166. elemental_clean_single_effect(ele, skill_id);
  9167. } else {
  9168. // This not heals at the end.
  9169. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9170. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9171. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9172. }
  9173. }
  9174. }
  9175. break;
  9176. case KO_KAHU_ENTEN:
  9177. case KO_HYOUHU_HUBUKI:
  9178. case KO_KAZEHU_SEIRAN:
  9179. case KO_DOHU_KOUKAI:
  9180. if(sd) {
  9181. int i_tal, ttype = skill_get_ele(skill_id, skill_lv);
  9182. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9183. ARR_FIND(1, 6, i_tal, sd->talisman[i_tal] > 0 && ttype != i_tal);
  9184. if( i_tal < 6 )
  9185. pc_del_talisman(sd, sd->talisman[i_tal], i_tal); // Replace talisman
  9186. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  9187. }
  9188. break;
  9189. case KO_ZANZOU:
  9190. if(sd){
  9191. struct mob_data *md2;
  9192. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9193. if( md2 )
  9194. {
  9195. md2->master_id = src->id;
  9196. md2->special_state.ai = AI_ZANZOU;
  9197. if( md2->deletetimer != INVALID_TIMER )
  9198. delete_timer(md2->deletetimer, mob_timer_delete);
  9199. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9200. mob_spawn( md2 );
  9201. pc_setinvincibletimer(sd,500);// unlock target lock
  9202. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9203. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9204. }
  9205. }
  9206. break;
  9207. case KO_KYOUGAKU:
  9208. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  9209. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9210. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9211. }else if( sd )
  9212. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9213. break;
  9214. case KO_JYUSATSU:
  9215. if( dstsd && tsc && !tsc->data[type] &&
  9216. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9217. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9218. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID));
  9219. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9220. if( status_get_lv(bl) <= status_get_lv(src) )
  9221. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9222. }else if( sd )
  9223. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9224. break;
  9225. case KO_GENWAKU:
  9226. if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9227. int x = src->x, y = src->y;
  9228. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9229. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9230. break;
  9231. }
  9232. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9233. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9234. clif_blown(src);
  9235. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9236. if (unit_movepos(bl,x,y,0,0)) {
  9237. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  9238. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9239. clif_sitting(bl); //Avoid sitting sync problem
  9240. clif_blown(bl);
  9241. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9242. }
  9243. }
  9244. }
  9245. break;
  9246. case OB_AKAITSUKI:
  9247. case OB_OBOROGENSOU:
  9248. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9249. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9250. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9251. break;
  9252. }
  9253. case KO_IZAYOI:
  9254. case OB_ZANGETSU:
  9255. case KG_KYOMU:
  9256. case KG_KAGEMUSYA:
  9257. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9258. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9259. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9260. break;
  9261. case KG_KAGEHUMI:
  9262. if( flag&1 ){
  9263. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9264. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9265. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9266. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9267. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9268. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9269. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9270. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9271. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9272. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9273. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9274. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9275. }
  9276. if( skill_area_temp[2] == 1 ){
  9277. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9278. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9279. }
  9280. }else{
  9281. skill_area_temp[2] = 0;
  9282. if (battle_config.skill_wall_check)
  9283. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9284. else
  9285. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9286. }
  9287. break;
  9288. case MH_SILENT_BREEZE:
  9289. {
  9290. int heal = 5 * status_get_lv(&hd->bl) +
  9291. #ifdef RENEWAL
  9292. status_base_matk(&hd->battle_status, status_get_lv(&hd->bl));
  9293. #else
  9294. status_base_matk_min(&hd->battle_status);
  9295. #endif
  9296. //Silences the homunculus and target
  9297. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9298. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9299. //Recover the target's HP
  9300. status_heal(bl,heal,0,3);
  9301. //Removes these SC from target
  9302. if (tsc) {
  9303. const enum sc_type scs[] = {
  9304. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9305. };
  9306. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9307. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9308. }
  9309. if (hd)
  9310. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9311. }
  9312. break;
  9313. case MH_OVERED_BOOST:
  9314. if (hd) {
  9315. struct block_list *s_bl = battle_get_master(src);
  9316. if(hd->homunculus.hunger>50) //reduce hunger
  9317. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9318. else
  9319. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9320. if(s_bl && s_bl->type==BL_PC) {
  9321. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9322. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9323. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9324. }
  9325. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9326. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9327. }
  9328. break;
  9329. case MH_GRANITIC_ARMOR:
  9330. case MH_PYROCLASTIC:
  9331. if(hd) {
  9332. struct block_list *s_bl = battle_get_master(src);
  9333. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9334. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9335. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9336. }
  9337. break;
  9338. case MH_LIGHT_OF_REGENE: //self
  9339. if(hd) {
  9340. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9341. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  9342. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  9343. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9344. }
  9345. break;
  9346. case MH_STYLE_CHANGE:
  9347. if(hd){
  9348. struct status_change_entry *sce;
  9349. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9350. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9351. else sce->val1 = MH_MD_FIGHTING;
  9352. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9353. char output[128];
  9354. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9355. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9356. }
  9357. }
  9358. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9359. }
  9360. break;
  9361. case MH_MAGMA_FLOW:
  9362. case MH_PAIN_KILLER:
  9363. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9364. if (hd)
  9365. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9366. break;
  9367. case MH_SUMMON_LEGION: {
  9368. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9369. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9370. struct mob_data *sum_md;
  9371. int i_slave,c=0;
  9372. int maxcount = qty[skill_lv-1];
  9373. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9374. if(c >= maxcount) return 0; //max qty already spawned
  9375. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9376. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9377. if (sum_md) {
  9378. sum_md->master_id = src->id;
  9379. sum_md->special_state.ai = AI_LEGION;
  9380. if (sum_md->deletetimer != INVALID_TIMER)
  9381. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9382. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9383. mob_spawn(sum_md); //Now it is ready for spawning.
  9384. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9385. }
  9386. }
  9387. if (hd)
  9388. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9389. }
  9390. break;
  9391. case RL_RICHS_COIN:
  9392. if (sd) {
  9393. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9394. for (i = 0; i < 10; i++)
  9395. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9396. }
  9397. break;
  9398. case RL_C_MARKER:
  9399. if (sd) {
  9400. // If marked by someone else, failed
  9401. if (tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 != src->id) {
  9402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9403. break;
  9404. }
  9405. // Check if marked before
  9406. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9407. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9408. // Find empty slot
  9409. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9410. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9411. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9412. break;
  9413. }
  9414. }
  9415. sd->c_marker[i] = bl->id;
  9416. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9417. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9418. }
  9419. // If mob casts this, at least SC_C_MARKER as debuff
  9420. else {
  9421. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9422. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9423. }
  9424. break;
  9425. case RL_D_TAIL:
  9426. if (sd) {
  9427. if (battle_config.skill_wall_check)
  9428. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9429. else
  9430. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9431. if (!skill_area_temp[0]) {
  9432. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9433. break;
  9434. }
  9435. }
  9436. if (battle_config.skill_wall_check)
  9437. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9438. else
  9439. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9440. skill_area_temp[0] = 0;
  9441. break;
  9442. case RL_QD_SHOT:
  9443. if (sd) {
  9444. skill_area_temp[1] = bl->id;
  9445. // Check surrounding
  9446. if (battle_config.skill_wall_check)
  9447. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9448. else
  9449. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9450. if (skill_area_temp[0])
  9451. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9452. // Main target always receives damage
  9453. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9454. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9455. if (tsc && tsc->data[SC_C_MARKER])
  9456. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9457. }
  9458. else {
  9459. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9460. if (battle_config.skill_wall_check)
  9461. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9462. else
  9463. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9464. }
  9465. skill_area_temp[0] = 0;
  9466. skill_area_temp[1] = 0;
  9467. break;
  9468. case RL_FLICKER:
  9469. if (sd) {
  9470. int16 splash = skill_get_splash(skill_id, skill_lv);
  9471. sd->flicker = true;
  9472. skill_area_temp[1] = 0;
  9473. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9474. // Detonate RL_B_TRAP
  9475. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9476. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9477. }
  9478. // Detonate RL_H_MINE
  9479. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9480. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9481. sd->flicker = false;
  9482. }
  9483. break;
  9484. case SO_ELEMENTAL_SHIELD:
  9485. // Used to avoid displaying the warning below.
  9486. break;
  9487. default:
  9488. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9490. map_freeblock_unlock();
  9491. return 1;
  9492. }
  9493. if(skill_id != SR_CURSEDCIRCLE){
  9494. struct status_change *sc = status_get_sc(src);
  9495. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9496. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9497. }
  9498. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9499. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9500. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9501. }
  9502. if( sd && !(flag&1) )
  9503. {// ensure that the skill last-cast tick is recorded
  9504. sd->canskill_tick = gettick();
  9505. if( sd->state.arrow_atk )
  9506. {// consume arrow on last invocation to this skill.
  9507. battle_consume_ammo(sd, skill_id, skill_lv);
  9508. }
  9509. skill_onskillusage(sd, bl, skill_id, tick);
  9510. // perform skill requirement consumption
  9511. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9512. }
  9513. map_freeblock_unlock();
  9514. return 0;
  9515. }
  9516. /*==========================================
  9517. *
  9518. *------------------------------------------*/
  9519. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9520. {
  9521. struct block_list *target, *src;
  9522. struct map_session_data *sd;
  9523. struct mob_data *md;
  9524. struct unit_data *ud;
  9525. struct status_change *sc = NULL;
  9526. int inf,inf2,flag = 0;
  9527. src = map_id2bl(id);
  9528. if( src == NULL )
  9529. {
  9530. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9531. return 0;// not found
  9532. }
  9533. ud = unit_bl2ud(src);
  9534. if( ud == NULL )
  9535. {
  9536. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9537. return 0;// ???
  9538. }
  9539. sd = BL_CAST(BL_PC, src);
  9540. md = BL_CAST(BL_MOB, src);
  9541. if( src->prev == NULL ) {
  9542. ud->skilltimer = INVALID_TIMER;
  9543. return 0;
  9544. }
  9545. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9546. if( ud->skilltimer != tid ) {
  9547. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9548. ud->skilltimer = INVALID_TIMER;
  9549. return 0;
  9550. }
  9551. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9552. {// restore original walk speed
  9553. ud->skilltimer = INVALID_TIMER;
  9554. status_calc_bl(&sd->bl, SCB_SPEED);
  9555. }
  9556. ud->skilltimer = INVALID_TIMER;
  9557. }
  9558. if (ud->skilltarget == id)
  9559. target = src;
  9560. else
  9561. target = map_id2bl(ud->skilltarget);
  9562. // Use a do so that you can break out of it when the skill fails.
  9563. do {
  9564. if(!target || target->prev==NULL) break;
  9565. if(src->m != target->m || status_isdead(src)) break;
  9566. switch (ud->skill_id) {
  9567. //These should become skill_castend_pos
  9568. case WE_CALLPARTNER:
  9569. if(sd) clif_callpartner(sd);
  9570. case WE_CALLPARENT:
  9571. if(sd) {
  9572. struct map_session_data *f_sd = pc_get_father(sd);
  9573. struct map_session_data *m_sd = pc_get_mother(sd);
  9574. if( (f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade ))
  9575. break;
  9576. }
  9577. case WE_CALLBABY:
  9578. if(sd) {
  9579. struct map_session_data *c_sd = pc_get_child(sd);
  9580. if( c_sd && c_sd->state.autotrade )
  9581. break;
  9582. }
  9583. case AM_RESURRECTHOMUN:
  9584. case PF_SPIDERWEB:
  9585. //Find a random spot to place the skill. [Skotlex]
  9586. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  9587. ud->skillx = target->x + inf2;
  9588. ud->skilly = target->y + inf2;
  9589. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9590. ud->skillx = target->x;
  9591. ud->skilly = target->y;
  9592. }
  9593. ud->skilltimer=tid;
  9594. return skill_castend_pos(tid,tick,id,data);
  9595. case GN_WALLOFTHORN:
  9596. ud->skillx = target->x;
  9597. ud->skilly = target->y;
  9598. ud->skilltimer = tid;
  9599. return skill_castend_pos(tid,tick,id,data);
  9600. }
  9601. if(ud->skill_id == RG_BACKSTAP) {
  9602. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9603. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  9604. break;
  9605. }
  9606. }
  9607. if( ud->skill_id == PR_TURNUNDEAD )
  9608. {
  9609. struct status_data *tstatus = status_get_status_data(target);
  9610. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  9611. break;
  9612. }
  9613. if( ud->skill_id == RA_WUGSTRIKE ){
  9614. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9615. break;
  9616. }
  9617. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  9618. {
  9619. sc = status_get_sc(target);
  9620. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  9621. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9622. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  9623. break;
  9624. }
  9625. }
  9626. else
  9627. { // Check target validity.
  9628. inf = skill_get_inf(ud->skill_id);
  9629. inf2 = skill_get_inf2(ud->skill_id);
  9630. if(inf&INF_ATTACK_SKILL ||
  9631. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9632. ) // Casted through combo.
  9633. inf = BCT_ENEMY; //Offensive skill.
  9634. else if(inf2&INF2_NO_ENEMY)
  9635. inf = BCT_NOENEMY;
  9636. else
  9637. inf = 0;
  9638. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  9639. {
  9640. inf |=
  9641. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9642. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9643. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9644. inf &= ~BCT_NEUTRAL;
  9645. }
  9646. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  9647. {
  9648. if( ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM )
  9649. break;
  9650. }
  9651. else if (inf && battle_check_target(src, target, inf) <= 0){
  9652. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9653. break;
  9654. }
  9655. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  9656. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9657. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  9658. }
  9659. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  9660. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9661. break; // You can use Clearance on party members in normal maps too. [pakpil]
  9662. }
  9663. else if( sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
  9664. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9665. break;
  9666. }
  9667. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  9668. sc->data[SC_FOGWALL] &&
  9669. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  9670. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  9671. break;
  9672. }
  9673. }
  9674. //Avoid doing double checks for instant-cast skills.
  9675. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9676. break;
  9677. if(md) {
  9678. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9679. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9680. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9681. }
  9682. if(src != target && battle_config.skill_add_range &&
  9683. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9684. {
  9685. if (sd) {
  9686. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9687. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9688. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9689. }
  9690. break;
  9691. }
  9692. #ifdef OFFICIAL_WALKPATH
  9693. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9694. {
  9695. if (sd) {
  9696. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9697. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9698. }
  9699. break;
  9700. }
  9701. #endif
  9702. if( sd )
  9703. {
  9704. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9705. break;
  9706. else
  9707. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9708. }
  9709. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9710. break;
  9711. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9712. ud->state.running = 0;
  9713. status_change_end(src, SC_RUN, INVALID_TIMER);
  9714. flag = 1;
  9715. }
  9716. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9717. unit_stop_walking(src,1);
  9718. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9719. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  9720. if (sd) { //Cooldown application
  9721. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9722. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9723. }
  9724. if( battle_config.display_status_timers && sd )
  9725. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9726. if( sd )
  9727. {
  9728. switch( ud->skill_id )
  9729. {
  9730. case GS_DESPERADO:
  9731. case RL_FIREDANCE:
  9732. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9733. break;
  9734. case CR_GRANDCROSS:
  9735. case NPC_GRANDDARKNESS:
  9736. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9737. {
  9738. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9739. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9740. break;
  9741. }
  9742. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9743. break;
  9744. }
  9745. }
  9746. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9747. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9748. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9749. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9750. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9751. map_freeblock_lock();
  9752. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9753. skill_toggle_magicpower(src, ud->skill_id);
  9754. // only normal attack and auto cast skills benefit from its bonuses
  9755. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9756. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9757. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9758. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9759. else
  9760. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9761. sc = status_get_sc(src);
  9762. if(sc && sc->count) {
  9763. if(sc->data[SC_SPIRIT] &&
  9764. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9765. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9766. ud->skill_id != WZ_WATERBALL)
  9767. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9768. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9769. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9770. }
  9771. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9772. sd->skillitem = sd->skillitemlv = 0;
  9773. if (ud->skilltimer == INVALID_TIMER) {
  9774. if(md) md->skill_idx = -1;
  9775. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9776. ud->skill_lv = ud->skilltarget = 0;
  9777. }
  9778. map_freeblock_unlock();
  9779. return 1;
  9780. } while(0);
  9781. //Skill failed.
  9782. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9783. { //When Asura fails... (except when it fails from Wall of Fog)
  9784. //Consume SP/spheres
  9785. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9786. status_set_sp(src, 0, 0);
  9787. sc = &sd->sc;
  9788. if (sc->count)
  9789. { //End states
  9790. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9791. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9792. #ifdef RENEWAL
  9793. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9794. #endif
  9795. }
  9796. if( target && target->m == src->m ) { //Move character to target anyway.
  9797. short x, y;
  9798. short dir = map_calc_dir(src,target->x,target->y);
  9799. //Move 3 cells (From Caster)
  9800. if( dir > 0 && dir < 4 )
  9801. x = -3;
  9802. else if( dir > 4 )
  9803. x = 3;
  9804. else
  9805. x = 0;
  9806. if( dir > 2 && dir < 6 )
  9807. y = -3;
  9808. else if( dir == 7 || dir < 2 )
  9809. y = 3;
  9810. else
  9811. y = 0;
  9812. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  9813. clif_blown(src);
  9814. clif_spiritball(src);
  9815. }
  9816. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  9817. }
  9818. }
  9819. ud->skill_id = ud->skilltarget = 0;
  9820. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9821. ud->canact_tick = tick;
  9822. //You can't place a skill failed packet here because it would be
  9823. //sent in ALL cases, even cases where skill_check_condition fails
  9824. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9825. if(sd)
  9826. sd->skillitem = sd->skillitemlv = 0;
  9827. else if(md)
  9828. md->skill_idx = -1;
  9829. return 0;
  9830. }
  9831. /*==========================================
  9832. *
  9833. *------------------------------------------*/
  9834. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9835. {
  9836. struct block_list* src = map_id2bl(id);
  9837. struct map_session_data *sd;
  9838. struct unit_data *ud = unit_bl2ud(src);
  9839. struct mob_data *md;
  9840. nullpo_ret(ud);
  9841. sd = BL_CAST(BL_PC , src);
  9842. md = BL_CAST(BL_MOB, src);
  9843. if( src->prev == NULL ) {
  9844. ud->skilltimer = INVALID_TIMER;
  9845. return 0;
  9846. }
  9847. if( ud->skilltimer != tid )
  9848. {
  9849. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9850. ud->skilltimer = INVALID_TIMER;
  9851. return 0;
  9852. }
  9853. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9854. {// restore original walk speed
  9855. ud->skilltimer = INVALID_TIMER;
  9856. status_calc_bl(&sd->bl, SCB_SPEED);
  9857. }
  9858. ud->skilltimer = INVALID_TIMER;
  9859. do {
  9860. int maxcount=0;
  9861. if( status_isdead(src) )
  9862. break;
  9863. if( !(src->type&battle_config.skill_reiteration) &&
  9864. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9865. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9866. )
  9867. {
  9868. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9869. break;
  9870. }
  9871. if( src->type&battle_config.skill_nofootset &&
  9872. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9873. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9874. )
  9875. {
  9876. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9877. break;
  9878. }
  9879. if( src->type&battle_config.land_skill_limit &&
  9880. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9881. ) {
  9882. int i;
  9883. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9884. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9885. maxcount--;
  9886. }
  9887. if( maxcount == 0 )
  9888. {
  9889. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9890. break;
  9891. }
  9892. }
  9893. if(tid != INVALID_TIMER)
  9894. { //Avoid double checks on instant cast skills. [Skotlex]
  9895. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9896. break;
  9897. if(battle_config.skill_add_range &&
  9898. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9899. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9900. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9901. break;
  9902. }
  9903. }
  9904. if( sd )
  9905. {
  9906. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9907. break;
  9908. else
  9909. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9910. }
  9911. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9912. break;
  9913. if(md) {
  9914. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9915. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9916. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9917. }
  9918. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9919. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9920. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9921. if (ud->walktimer != INVALID_TIMER)
  9922. unit_stop_walking(src,1);
  9923. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9924. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9925. if (sd) { //Cooldown application
  9926. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  9927. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9928. }
  9929. if( battle_config.display_status_timers && sd )
  9930. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9931. // if( sd )
  9932. // {
  9933. // switch( ud->skill_id )
  9934. // {
  9935. // case ????:
  9936. // sd->canequip_tick = tick + ????;
  9937. // break;
  9938. // }
  9939. // }
  9940. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9941. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9942. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9943. map_freeblock_lock();
  9944. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  9945. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  9946. sd->skillitem = sd->skillitemlv = 0;
  9947. if (ud->skilltimer == INVALID_TIMER) {
  9948. if (md) md->skill_idx = -1;
  9949. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  9950. ud->skill_lv = ud->skillx = ud->skilly = 0;
  9951. }
  9952. map_freeblock_unlock();
  9953. return 1;
  9954. } while(0);
  9955. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9956. ud->canact_tick = tick;
  9957. ud->skill_id = ud->skill_lv = 0;
  9958. if(sd)
  9959. sd->skillitem = sd->skillitemlv = 0;
  9960. else if(md)
  9961. md->skill_idx = -1;
  9962. return 0;
  9963. }
  9964. /* skill count without self */
  9965. static int skill_count_wos(struct block_list *bl,va_list ap) {
  9966. struct block_list* src = va_arg(ap, struct block_list*);
  9967. if( src->id != bl->id ) {
  9968. return 1;
  9969. }
  9970. return 0;
  9971. }
  9972. /*==========================================
  9973. *
  9974. *------------------------------------------*/
  9975. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9976. {
  9977. struct map_session_data* sd;
  9978. struct status_change* sc;
  9979. struct status_change_entry *sce;
  9980. struct skill_unit_group* sg;
  9981. enum sc_type type;
  9982. int i;
  9983. //if(skill_lv <= 0) return 0;
  9984. if(skill_id > 0 && !skill_lv) return 0; // celest
  9985. nullpo_ret(src);
  9986. if(status_isdead(src))
  9987. return 0;
  9988. sd = BL_CAST(BL_PC, src);
  9989. sc = status_get_sc(src);
  9990. type = status_skill2sc(skill_id);
  9991. sce = (sc && type != -1)?sc->data[type]:NULL;
  9992. switch (skill_id) { //Skill effect.
  9993. case WZ_METEOR:
  9994. case WZ_ICEWALL:
  9995. case MO_BODYRELOCATION:
  9996. case CR_CULTIVATION:
  9997. case HW_GANBANTEIN:
  9998. case LG_EARTHDRIVE:
  9999. case SC_ESCAPE:
  10000. case RL_HAMMER_OF_GOD:
  10001. break; //Effect is displayed on respective switch case.
  10002. default:
  10003. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10004. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10005. else
  10006. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10007. }
  10008. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  10009. skill_toggle_magicpower(src, skill_id);
  10010. switch(skill_id)
  10011. {
  10012. case PR_BENEDICTIO:
  10013. skill_area_temp[1] = src->id;
  10014. i = skill_get_splash(skill_id, skill_lv);
  10015. map_foreachinarea(skill_area_sub,
  10016. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10017. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10018. skill_castend_nodamage_id);
  10019. map_foreachinarea(skill_area_sub,
  10020. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10021. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10022. skill_castend_damage_id);
  10023. break;
  10024. case BS_HAMMERFALL:
  10025. i = skill_get_splash(skill_id, skill_lv);
  10026. map_foreachinarea (skill_area_sub,
  10027. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10028. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10029. skill_castend_nodamage_id);
  10030. break;
  10031. case HT_DETECTING:
  10032. i = skill_get_splash(skill_id, skill_lv);
  10033. map_foreachinarea( status_change_timer_sub,
  10034. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10035. src,NULL,SC_SIGHT,tick);
  10036. if(battle_config.traps_setting&1)
  10037. map_foreachinarea( skill_reveal_trap,
  10038. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10039. break;
  10040. case SR_RIDEINLIGHTNING:
  10041. i = skill_get_splash(skill_id, skill_lv);
  10042. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10043. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10044. break;
  10045. case SA_VOLCANO:
  10046. case SA_DELUGE:
  10047. case SA_VIOLENTGALE:
  10048. { //Does not consumes if the skill is already active. [Skotlex]
  10049. struct skill_unit_group *sg2;
  10050. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10051. {
  10052. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10053. {
  10054. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10055. return 0; // not to consume items
  10056. }
  10057. else
  10058. sg2->limit = 0; //Disable it.
  10059. }
  10060. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10061. break;
  10062. }
  10063. // Skill Unit Setting
  10064. case MG_SAFETYWALL:
  10065. case MG_FIREWALL:
  10066. case MG_THUNDERSTORM:
  10067. case AL_PNEUMA:
  10068. case WZ_FIREPILLAR:
  10069. case WZ_QUAGMIRE:
  10070. case WZ_VERMILION:
  10071. case WZ_STORMGUST:
  10072. case WZ_HEAVENDRIVE:
  10073. case PR_SANCTUARY:
  10074. case PR_MAGNUS:
  10075. case CR_GRANDCROSS:
  10076. case NPC_GRANDDARKNESS:
  10077. case HT_SKIDTRAP:
  10078. case MA_SKIDTRAP:
  10079. case HT_LANDMINE:
  10080. case MA_LANDMINE:
  10081. case HT_ANKLESNARE:
  10082. case HT_SHOCKWAVE:
  10083. case HT_SANDMAN:
  10084. case MA_SANDMAN:
  10085. case HT_FLASHER:
  10086. case HT_FREEZINGTRAP:
  10087. case MA_FREEZINGTRAP:
  10088. case HT_BLASTMINE:
  10089. case HT_CLAYMORETRAP:
  10090. case AS_VENOMDUST:
  10091. case AM_DEMONSTRATION:
  10092. case PF_FOGWALL:
  10093. case PF_SPIDERWEB:
  10094. case HT_TALKIEBOX:
  10095. case WE_CALLPARTNER:
  10096. case WE_CALLPARENT:
  10097. case WE_CALLBABY:
  10098. case AC_SHOWER: //Ground-placed skill implementation.
  10099. case MA_SHOWER:
  10100. case SA_LANDPROTECTOR:
  10101. case BD_LULLABY:
  10102. case BD_RICHMANKIM:
  10103. case BD_ETERNALCHAOS:
  10104. case BD_DRUMBATTLEFIELD:
  10105. case BD_RINGNIBELUNGEN:
  10106. case BD_ROKISWEIL:
  10107. case BD_INTOABYSS:
  10108. case BD_SIEGFRIED:
  10109. case BA_DISSONANCE:
  10110. case BA_POEMBRAGI:
  10111. case BA_WHISTLE:
  10112. case BA_ASSASSINCROSS:
  10113. case BA_APPLEIDUN:
  10114. case DC_UGLYDANCE:
  10115. case DC_HUMMING:
  10116. case DC_DONTFORGETME:
  10117. case DC_FORTUNEKISS:
  10118. case DC_SERVICEFORYOU:
  10119. case CG_MOONLIT:
  10120. case GS_DESPERADO:
  10121. case NJ_KAENSIN:
  10122. case NJ_BAKUENRYU:
  10123. case NJ_SUITON:
  10124. case NJ_HYOUSYOURAKU:
  10125. case NJ_RAIGEKISAI:
  10126. case NJ_KAMAITACHI:
  10127. #ifdef RENEWAL
  10128. case NJ_HUUMA:
  10129. #endif
  10130. case NPC_EVILLAND:
  10131. case RA_ELECTRICSHOCKER:
  10132. case RA_CLUSTERBOMB:
  10133. case RA_MAGENTATRAP:
  10134. case RA_COBALTTRAP:
  10135. case RA_MAIZETRAP:
  10136. case RA_VERDURETRAP:
  10137. case RA_FIRINGTRAP:
  10138. case RA_ICEBOUNDTRAP:
  10139. case SC_MANHOLE:
  10140. case SC_DIMENSIONDOOR:
  10141. case SC_CHAOSPANIC:
  10142. case SC_MAELSTROM:
  10143. case SC_BLOODYLUST:
  10144. case WM_REVERBERATION:
  10145. case WM_POEMOFNETHERWORLD:
  10146. case SO_PSYCHIC_WAVE:
  10147. case SO_VACUUM_EXTREME:
  10148. case GN_THORNS_TRAP:
  10149. case GN_DEMONIC_FIRE:
  10150. case GN_HELLS_PLANT:
  10151. case SO_EARTHGRAVE:
  10152. case SO_DIAMONDDUST:
  10153. case SO_FIRE_INSIGNIA:
  10154. case SO_WATER_INSIGNIA:
  10155. case SO_WIND_INSIGNIA:
  10156. case SO_EARTH_INSIGNIA:
  10157. case KO_HUUMARANKA:
  10158. case KO_BAKURETSU:
  10159. case KO_ZENKAI:
  10160. case MH_LAVA_SLIDE:
  10161. case MH_VOLCANIC_ASH:
  10162. case MH_POISON_MIST:
  10163. case MH_STEINWAND:
  10164. case MH_XENO_SLASHER:
  10165. case NC_MAGMA_ERUPTION:
  10166. case SO_ELEMENTAL_SHIELD:
  10167. case RL_B_TRAP:
  10168. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10169. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10170. case GN_WALLOFTHORN:
  10171. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10172. break;
  10173. case WZ_ICEWALL:
  10174. flag|=1;
  10175. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10176. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10177. break;
  10178. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10179. skill_clear_unitgroup(src);
  10180. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10181. flag|=1;
  10182. break;
  10183. case HP_BASILICA:
  10184. if( sc->data[SC_BASILICA] ) {
  10185. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10186. return 0;
  10187. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10188. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10189. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10190. return 0;
  10191. }
  10192. skill_clear_unitgroup(src);
  10193. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10194. flag|=1;
  10195. }
  10196. break;
  10197. case CG_HERMODE:
  10198. skill_clear_unitgroup(src);
  10199. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10200. sc_start4(src,src,SC_DANCING,100,
  10201. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10202. flag|=1;
  10203. break;
  10204. case RG_CLEANER: // [Valaris]
  10205. i = skill_get_splash(skill_id, skill_lv);
  10206. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10207. break;
  10208. case SO_WARMER:
  10209. flag|= 8;
  10210. case SO_CLOUD_KILL:
  10211. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10212. break;
  10213. case WZ_METEOR: {
  10214. int area = skill_get_splash(skill_id, skill_lv);
  10215. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10216. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10217. // Creates a random Cell in the Splash Area
  10218. tmpx = x - area + rnd()%(area * 2 + 1);
  10219. tmpy = y - area + rnd()%(area * 2 + 1);
  10220. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10221. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10222. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10223. if( i > 0 )
  10224. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10225. x1 = tmpx;
  10226. y1 = tmpy;
  10227. }
  10228. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10229. }
  10230. break;
  10231. case AL_WARP:
  10232. if(sd)
  10233. {
  10234. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10235. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10236. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10237. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10238. );
  10239. }
  10240. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10241. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10242. return 0; // not to consume item.
  10243. case MO_BODYRELOCATION:
  10244. if (unit_movepos(src, x, y, 1, 1)) {
  10245. #if PACKETVER >= 20111005
  10246. clif_snap(src, src->x, src->y);
  10247. #else
  10248. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10249. #endif
  10250. if (sd)
  10251. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10252. }
  10253. break;
  10254. case NJ_SHADOWJUMP:
  10255. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10256. clif_blown(src);
  10257. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10258. break;
  10259. case AM_SPHEREMINE:
  10260. case AM_CANNIBALIZE:
  10261. {
  10262. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10263. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10264. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10265. struct mob_data *md;
  10266. // Correct info, don't change any of this! [celest]
  10267. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10268. if (md) {
  10269. md->master_id = src->id;
  10270. md->special_state.ai = (enum mob_ai)ai;
  10271. if( md->deletetimer != INVALID_TIMER )
  10272. delete_timer(md->deletetimer, mob_timer_delete);
  10273. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10274. mob_spawn (md); //Now it is ready for spawning.
  10275. }
  10276. }
  10277. break;
  10278. // Slim Pitcher [Celest]
  10279. case CR_SLIMPITCHER:
  10280. if (sd) {
  10281. int i_lv = 0, j = 0;
  10282. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10283. i_lv = skill_lv%11 - 1;
  10284. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10285. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10286. {
  10287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10288. return 1;
  10289. }
  10290. potion_flag = 1;
  10291. potion_hp = 0;
  10292. potion_sp = 0;
  10293. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10294. potion_flag = 0;
  10295. //Apply skill bonuses
  10296. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10297. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10298. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10299. + pc_skillheal_bonus(sd, skill_id);
  10300. potion_hp = potion_hp * (100+i_lv)/100;
  10301. potion_sp = potion_sp * (100+i_lv)/100;
  10302. if(potion_hp > 0 || potion_sp > 0) {
  10303. i_lv = skill_get_splash(skill_id, skill_lv);
  10304. map_foreachinarea(skill_area_sub,
  10305. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10306. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10307. skill_castend_nodamage_id);
  10308. }
  10309. } else {
  10310. int id = skill_get_itemid(skill_id, skill_lv);
  10311. struct item_data *item;
  10312. item = itemdb_search(id);
  10313. potion_flag = 1;
  10314. potion_hp = 0;
  10315. potion_sp = 0;
  10316. run_script(item->script,0,src->id,0);
  10317. potion_flag = 0;
  10318. id = skill_get_max(CR_SLIMPITCHER)*10;
  10319. potion_hp = potion_hp * (100+id)/100;
  10320. potion_sp = potion_sp * (100+id)/100;
  10321. if(potion_hp > 0 || potion_sp > 0) {
  10322. id = skill_get_splash(skill_id, skill_lv);
  10323. map_foreachinarea(skill_area_sub,
  10324. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10325. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10326. skill_castend_nodamage_id);
  10327. }
  10328. }
  10329. break;
  10330. case HW_GANBANTEIN:
  10331. if (rnd()%100 < 80) {
  10332. int dummy = 1;
  10333. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10334. i = skill_get_splash(skill_id, skill_lv);
  10335. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10336. } else {
  10337. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10338. return 1;
  10339. }
  10340. break;
  10341. case HW_GRAVITATION:
  10342. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10343. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10344. flag|=1;
  10345. break;
  10346. // Plant Cultivation [Celest]
  10347. case CR_CULTIVATION:
  10348. if (sd) {
  10349. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10350. {
  10351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10352. return 1;
  10353. }
  10354. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10355. if (rnd()%100 < 50) {
  10356. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10357. } else {
  10358. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10359. int t;
  10360. if (!md) break;
  10361. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10362. {
  10363. if( md->deletetimer != INVALID_TIMER )
  10364. delete_timer(md->deletetimer, mob_timer_delete);
  10365. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10366. }
  10367. mob_spawn (md);
  10368. }
  10369. }
  10370. break;
  10371. case SG_SUN_WARM:
  10372. case SG_MOON_WARM:
  10373. case SG_STAR_WARM:
  10374. skill_clear_unitgroup(src);
  10375. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10376. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10377. flag|=1;
  10378. break;
  10379. case PA_GOSPEL:
  10380. if (sce && sce->val4 == BCT_SELF)
  10381. {
  10382. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10383. return 0;
  10384. }
  10385. else
  10386. {
  10387. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10388. if (!sg) break;
  10389. if (sce)
  10390. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10391. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10392. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10393. }
  10394. break;
  10395. case NJ_TATAMIGAESHI:
  10396. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10397. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10398. break;
  10399. case AM_RESURRECTHOMUN: //[orn]
  10400. if (sd)
  10401. {
  10402. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10403. {
  10404. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10405. break;
  10406. }
  10407. }
  10408. break;
  10409. case RK_WINDCUTTER:
  10410. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10411. case NC_COLDSLOWER:
  10412. case NC_ARMSCANNON:
  10413. case RK_DRAGONBREATH:
  10414. case RK_DRAGONBREATH_WATER:
  10415. i = skill_get_splash(skill_id,skill_lv);
  10416. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10417. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10418. break;
  10419. case SO_ARRULLO:
  10420. i = skill_get_splash(skill_id,skill_lv);
  10421. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10422. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10423. break;
  10424. case GC_POISONSMOKE:
  10425. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10426. if( sd )
  10427. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10428. return 0;
  10429. }
  10430. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10431. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10432. break;
  10433. case AB_EPICLESIS:
  10434. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10435. i = sg->unit->range;
  10436. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10437. }
  10438. break;
  10439. case WL_COMET:
  10440. if( sc ) {
  10441. sc->comet_x = x;
  10442. sc->comet_y = y;
  10443. }
  10444. i = skill_get_splash(skill_id,skill_lv);
  10445. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10446. break;
  10447. case WL_EARTHSTRAIN:
  10448. {
  10449. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10450. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10451. for( w = 1; w <= wave; w++ )
  10452. {
  10453. switch( dir ){
  10454. case 0: case 1: case 7: sy = y + w; break;
  10455. case 3: case 4: case 5: sy = y - w; break;
  10456. case 2: sx = x - w; break;
  10457. case 6: sx = x + w; break;
  10458. }
  10459. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10460. }
  10461. }
  10462. break;
  10463. case RA_DETONATOR:
  10464. i = skill_get_splash(skill_id, skill_lv);
  10465. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10466. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10467. break;
  10468. case NC_NEUTRALBARRIER:
  10469. case NC_STEALTHFIELD:
  10470. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10471. skill_clear_unitgroup(src);
  10472. return 0;
  10473. }
  10474. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10475. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10476. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10477. if( sd ) pc_overheat(sd,1);
  10478. }
  10479. break;
  10480. case NC_SILVERSNIPER:
  10481. {
  10482. struct mob_data *md;
  10483. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10484. if( md ) {
  10485. md->master_id = src->id;
  10486. md->special_state.ai = AI_FAW;
  10487. if( md->deletetimer != INVALID_TIMER )
  10488. delete_timer(md->deletetimer, mob_timer_delete);
  10489. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10490. mob_spawn(md);
  10491. }
  10492. }
  10493. break;
  10494. case NC_MAGICDECOY:
  10495. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10496. break;
  10497. case SC_FEINTBOMB:
  10498. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10499. skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
  10500. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10501. break;
  10502. case SC_ESCAPE:
  10503. clif_skill_nodamage(src,src,skill_id,-1,1);
  10504. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10505. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10506. break;
  10507. case LG_OVERBRAND: {
  10508. int dir = map_calc_dir(src,x,y);
  10509. int sx = src->x, sy = src->y;
  10510. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10511. for( i = 0; i < layout->count; i++ )
  10512. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10513. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10514. }
  10515. break;
  10516. case LG_BANDING:
  10517. if( sc && sc->data[SC_BANDING] )
  10518. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10519. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10520. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10521. if( sd ) pc_banding(sd,skill_lv);
  10522. }
  10523. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10524. break;
  10525. case LG_RAYOFGENESIS:
  10526. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10527. i = skill_get_splash(skill_id,skill_lv);
  10528. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10529. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10530. } else if( sd )
  10531. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10532. break;
  10533. case WM_DOMINION_IMPULSE:
  10534. i = skill_get_splash(skill_id, skill_lv);
  10535. map_foreachinarea(skill_active_reverberation,
  10536. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10537. break;
  10538. case WM_GREAT_ECHO:
  10539. flag|=1; // Should counsume 1 item per skill usage.
  10540. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10541. break;
  10542. case WM_SEVERE_RAINSTORM:
  10543. flag |= 1;
  10544. if (sd)
  10545. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10546. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10547. break;
  10548. case GN_CRAZYWEED: {
  10549. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10550. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10551. int x1 = x - area + rnd()%(area * 2 + 1);
  10552. int y1 = y - area + rnd()%(area * 2 + 1);
  10553. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10554. }
  10555. }
  10556. break;
  10557. case GN_FIRE_EXPANSION: {
  10558. int i_su;
  10559. struct unit_data *ud = unit_bl2ud(src);
  10560. if( !ud ) break;
  10561. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10562. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10563. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10564. switch( skill_lv ) {
  10565. case 1:
  10566. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10567. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10568. break;
  10569. case 2:
  10570. map_foreachinarea(skill_area_sub,src->m,
  10571. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10572. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10573. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10574. skill_delunit(ud->skillunit[i_su]->unit);
  10575. break;
  10576. case 3:
  10577. skill_delunit(ud->skillunit[i_su]->unit);
  10578. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10579. flag |= 1;
  10580. break;
  10581. case 4:
  10582. skill_delunit(ud->skillunit[i_su]->unit);
  10583. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10584. flag |= 1;
  10585. break;
  10586. case 5: {
  10587. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10588. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10589. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10590. map_foreachinarea(skill_area_sub, src->m,
  10591. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10592. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10593. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10594. skill_delunit(ud->skillunit[i_su]->unit);
  10595. }
  10596. break;
  10597. }
  10598. }
  10599. }
  10600. }
  10601. break;
  10602. case SO_FIREWALK:
  10603. case SO_ELECTRICWALK:
  10604. if( sc && sc->data[type] )
  10605. status_change_end(src,type,INVALID_TIMER);
  10606. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10607. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10608. break;
  10609. case KO_MAKIBISHI:
  10610. for( i = 0; i < (skill_lv+2); i++ ) {
  10611. x = src->x - 1 + rnd()%3;
  10612. y = src->y - 1 + rnd()%3;
  10613. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10614. }
  10615. break;
  10616. case KO_MUCHANAGE: {
  10617. struct status_data *sstatus;
  10618. int rate = 0;
  10619. sstatus = status_get_status_data(src);
  10620. i = skill_get_splash(skill_id,skill_lv);
  10621. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10622. if( rate < 0 )
  10623. rate = 0;
  10624. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  10625. if( rnd()%100 < rate )
  10626. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10627. }
  10628. break;
  10629. case RL_FALLEN_ANGEL:
  10630. if (unit_movepos(src,x,y,1,1)) {
  10631. enum e_skill skill_use = GS_DESPERADO;
  10632. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10633. clif_blown(src);
  10634. if (skill_use_lv && skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10635. sd->skill_id_old = RL_FALLEN_ANGEL;
  10636. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10637. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10638. }
  10639. sd->skill_id_old = 0;
  10640. }
  10641. else {
  10642. if (sd)
  10643. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10644. }
  10645. break;
  10646. case RL_HAMMER_OF_GOD:
  10647. {
  10648. i = skill_get_splash(skill_id, skill_lv);
  10649. if (sd) {
  10650. skill_area_temp[0] = map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  10651. if (!skill_area_temp[0]) {
  10652. // This skill doesn't have area effect, apply self? :P
  10653. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  10654. clif_skill_nodamage(src, src, skill_id, 0, 1);
  10655. break;
  10656. }
  10657. }
  10658. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  10659. skill_area_temp[0] = 0;
  10660. break;
  10661. }
  10662. break;
  10663. case RL_FIRE_RAIN: {
  10664. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  10665. int sx = x = src->x, sy = y = src->y;
  10666. for (w = 1; w <= wave; w++) {
  10667. switch (dir) {
  10668. case 0: sy = y + w; break;
  10669. case 1: sy = y + w; sx = x - w; break;
  10670. case 2: sx = x - w; break;
  10671. case 3: sx = x - w; sy = y - w; break;
  10672. case 4: sy = y - w; break;
  10673. case 5: sx = x + w; sy = y - w; break;
  10674. case 6: sx = x + w; break;
  10675. case 7: sy = y + w; sx = x + w; break;
  10676. }
  10677. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  10678. }
  10679. }
  10680. break;
  10681. default:
  10682. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10683. return 1;
  10684. }
  10685. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10686. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10687. if( sd )
  10688. {// ensure that the skill last-cast tick is recorded
  10689. sd->canskill_tick = gettick();
  10690. if( sd->state.arrow_atk && !(flag&1) )
  10691. {// consume arrow if this is a ground skill
  10692. battle_consume_ammo(sd, skill_id, skill_lv);
  10693. }
  10694. skill_onskillusage(sd, NULL, skill_id, tick);
  10695. // perform skill requirement consumption
  10696. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10697. }
  10698. return 0;
  10699. }
  10700. /*==========================================
  10701. *
  10702. *------------------------------------------*/
  10703. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  10704. {
  10705. nullpo_ret(sd);
  10706. //Simplify skill_failed code.
  10707. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10708. if(skill_id != sd->menuskill_id)
  10709. return 0;
  10710. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10711. skill_failed(sd);
  10712. return 0;
  10713. }
  10714. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10715. skill_failed(sd);
  10716. return 0;
  10717. }
  10718. pc_stop_attack(sd);
  10719. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10720. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  10721. if(strcmp(mapname,"cancel")==0) {
  10722. skill_failed(sd);
  10723. return 0;
  10724. }
  10725. switch(skill_id)
  10726. {
  10727. case AL_TELEPORT:
  10728. case ALL_ODINS_RECALL:
  10729. //The storage window is closed automatically by the client when there's
  10730. //any kind of map change, so we need to restore it automatically
  10731. //bugreport:8027
  10732. if(strcmp(mapname,"Random") == 0)
  10733. pc_randomwarp(sd,CLR_TELEPORT);
  10734. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10735. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10736. clif_refresh_storagewindow(sd);
  10737. break;
  10738. case AL_WARP:
  10739. {
  10740. const struct point *p[4];
  10741. struct skill_unit_group *group;
  10742. int i, lv, wx, wy;
  10743. int maxcount=0;
  10744. int x,y;
  10745. unsigned short mapindex;
  10746. mapindex = mapindex_name2id((char*)mapname);
  10747. if(!mapindex) { //Given map not found?
  10748. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10749. skill_failed(sd);
  10750. return 0;
  10751. }
  10752. p[0] = &sd->status.save_point;
  10753. p[1] = &sd->status.memo_point[0];
  10754. p[2] = &sd->status.memo_point[1];
  10755. p[3] = &sd->status.memo_point[2];
  10756. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10757. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10758. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10759. maxcount--;
  10760. }
  10761. if(!maxcount) {
  10762. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10763. skill_failed(sd);
  10764. return 0;
  10765. }
  10766. }
  10767. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10768. wx = sd->menuskill_val>>16;
  10769. wy = sd->menuskill_val&0xffff;
  10770. if( lv <= 0 ) return 0;
  10771. if( lv > 4 ) lv = 4; // crash prevention
  10772. // check if the chosen map exists in the memo list
  10773. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10774. if( i < lv ) {
  10775. x=p[i]->x;
  10776. y=p[i]->y;
  10777. } else {
  10778. skill_failed(sd);
  10779. return 0;
  10780. }
  10781. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10782. { // This checks versus skill_id/skill_lv...
  10783. skill_failed(sd);
  10784. return 0;
  10785. }
  10786. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10787. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10788. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10789. skill_failed(sd);
  10790. return 0;
  10791. }
  10792. group->val1 = (group->val1<<16)|(short)0;
  10793. // record the destination coordinates
  10794. group->val2 = (x<<16)|y;
  10795. group->val3 = mapindex;
  10796. }
  10797. break;
  10798. }
  10799. sd->menuskill_id = sd->menuskill_val = 0;
  10800. return 0;
  10801. #undef skill_failed
  10802. }
  10803. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10804. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10805. {
  10806. struct skill_unit* target = (struct skill_unit*)bl;
  10807. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10808. int flag = va_arg(ap, int);
  10809. if (src == target)
  10810. return 0;
  10811. if (!target->group || !(target->group->state.song_dance&0x1))
  10812. return 0;
  10813. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10814. return 0;
  10815. if (flag) //Set dissonance
  10816. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10817. else //Remove dissonance
  10818. target->val2 &= ~UF_ENSEMBLE;
  10819. clif_getareachar_skillunit(&target->bl, target, AREA); //Update look of affected cell.
  10820. return 1;
  10821. }
  10822. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10823. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10824. //When 1, this unit has been positioned, so start the cancel effect.
  10825. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10826. {
  10827. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10828. return 0;
  10829. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10830. return 0; //Nothing to remove, this unit is not overlapped.
  10831. if (unit->val1 != unit->group->skill_id)
  10832. { //Reset state
  10833. unit->val1 = unit->group->skill_id;
  10834. unit->val2 &= ~UF_ENSEMBLE;
  10835. }
  10836. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10837. }
  10838. /**
  10839. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10840. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  10841. * @param flag 0 Convert
  10842. * @param flag 1 Revert
  10843. * @return true success
  10844. * @TODO: This should be completely removed later and rewritten
  10845. * The entire execution of the overlapping songs instances is dirty and hacked together
  10846. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10847. */
  10848. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10849. {
  10850. static int prevflag = 1; // by default the backup is empty
  10851. static struct skill_unit_group backup;
  10852. struct skill_unit_group* group;
  10853. if( unit == NULL || (group = unit->group) == NULL )
  10854. return false;
  10855. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  10856. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  10857. return false;
  10858. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  10859. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10860. flag ? "read an empty backup" : "write to a full backup",
  10861. group->skill_id, group->skill_lv, group->src_id);
  10862. return false;
  10863. }
  10864. prevflag = flag;
  10865. if (!flag) { //Transform
  10866. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10867. // backup
  10868. backup.skill_id = group->skill_id;
  10869. backup.skill_lv = group->skill_lv;
  10870. backup.unit_id = group->unit_id;
  10871. backup.target_flag = group->target_flag;
  10872. backup.bl_flag = group->bl_flag;
  10873. backup.interval = group->interval;
  10874. // replace
  10875. group->skill_id = skill_id;
  10876. group->skill_lv = 1;
  10877. group->unit_id = skill_get_unit_id(skill_id,0);
  10878. group->target_flag = skill_get_unit_target(skill_id);
  10879. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10880. group->interval = skill_get_unit_interval(skill_id);
  10881. } else { //Restore
  10882. group->skill_id = backup.skill_id;
  10883. group->skill_lv = backup.skill_lv;
  10884. group->unit_id = backup.unit_id;
  10885. group->target_flag = backup.target_flag;
  10886. group->bl_flag = backup.bl_flag;
  10887. group->interval = backup.interval;
  10888. }
  10889. return true;
  10890. }
  10891. /**
  10892. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  10893. * @param src Object that triggers the skill
  10894. * @param skill_id Skill ID
  10895. * @param skill_lv Skill level of used skill
  10896. * @param x Position x
  10897. * @param y Position y
  10898. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10899. * @return skill_unit_group
  10900. */
  10901. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10902. {
  10903. struct skill_unit_group *group;
  10904. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  10905. int link_group_id = 0;
  10906. int target, interval, range, unit_flag, req_item = 0;
  10907. struct s_skill_unit_layout *layout;
  10908. struct map_session_data *sd;
  10909. struct status_data *status;
  10910. struct status_change *sc;
  10911. int active_flag = 1;
  10912. int subunt = 0;
  10913. nullpo_retr(NULL, src);
  10914. limit = skill_get_time(skill_id,skill_lv);
  10915. range = skill_get_unit_range(skill_id,skill_lv);
  10916. interval = skill_get_unit_interval(skill_id);
  10917. target = skill_get_unit_target(skill_id);
  10918. unit_flag = skill_get_unit_flag(skill_id);
  10919. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  10920. sd = BL_CAST(BL_PC, src);
  10921. status = status_get_status_data(src);
  10922. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  10923. switch( skill_id ) {
  10924. case MH_STEINWAND:
  10925. val2 = 4 + skill_lv;
  10926. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  10927. break;
  10928. case MG_SAFETYWALL:
  10929. #ifdef RENEWAL
  10930. val2 = status_get_max_hp(src) * 3;
  10931. #else
  10932. val2 = skill_lv+1;
  10933. #endif
  10934. break;
  10935. case MG_FIREWALL:
  10936. if(sc && sc->data[SC_VIOLENTGALE])
  10937. limit = limit*3/2;
  10938. val2 = 4+skill_lv;
  10939. break;
  10940. case AL_WARP:
  10941. val1=skill_lv+6;
  10942. if(!(flag&1))
  10943. limit=2000;
  10944. else // previous implementation (not used anymore)
  10945. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  10946. if( src->type != BL_SKILL ) return NULL;
  10947. group = ((TBL_SKILL*)src)->group;
  10948. src = map_id2bl(group->src_id);
  10949. if( !src ) return NULL;
  10950. val2 = group->val2; //Copy the (x,y) position you warp to
  10951. val3 = group->val3; //as well as the mapindex to warp to.
  10952. }
  10953. break;
  10954. case HP_BASILICA:
  10955. val1 = src->id; // Store caster id.
  10956. break;
  10957. case PR_SANCTUARY:
  10958. case NPC_EVILLAND:
  10959. val1=(skill_lv+3)*2;
  10960. break;
  10961. case WZ_FIREPILLAR:
  10962. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10963. return NULL;
  10964. if((flag&1)!=0)
  10965. limit=1000;
  10966. val1=skill_lv+2;
  10967. break;
  10968. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  10969. case AM_DEMONSTRATION:
  10970. case GN_HELLS_PLANT:
  10971. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10972. return NULL;
  10973. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  10974. && (src->type&battle_config.vs_traps_bctall))
  10975. target = BCT_ALL;
  10976. break;
  10977. case HT_ANKLESNARE:
  10978. if( flag&2 ) val3 = SC_ESCAPE;
  10979. case HT_SKIDTRAP:
  10980. case MA_SKIDTRAP:
  10981. //Save position of caster
  10982. val1 = ((src->x)<<16)|(src->y);
  10983. case HT_SHOCKWAVE:
  10984. case HT_SANDMAN:
  10985. case MA_SANDMAN:
  10986. case HT_CLAYMORETRAP:
  10987. case HT_LANDMINE:
  10988. case MA_LANDMINE:
  10989. case HT_FLASHER:
  10990. case HT_FREEZINGTRAP:
  10991. case MA_FREEZINGTRAP:
  10992. case HT_BLASTMINE:
  10993. case RA_ELECTRICSHOCKER:
  10994. case RA_CLUSTERBOMB:
  10995. case RA_MAGENTATRAP:
  10996. case RA_COBALTTRAP:
  10997. case RA_MAIZETRAP:
  10998. case RA_VERDURETRAP:
  10999. case RA_FIRINGTRAP:
  11000. case RA_ICEBOUNDTRAP:
  11001. case RL_B_TRAP:
  11002. {
  11003. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11004. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11005. if( req.itemid[i] )
  11006. req_item = req.itemid[i];
  11007. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11008. limit *= 4; // longer trap times in WOE [celest]
  11009. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11010. target = BCT_ALL;
  11011. }
  11012. break;
  11013. case SA_LANDPROTECTOR:
  11014. case SA_VOLCANO:
  11015. case SA_DELUGE:
  11016. case SA_VIOLENTGALE:
  11017. {
  11018. struct skill_unit_group *old_sg;
  11019. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11020. { //HelloKitty confirmed that these are interchangeable,
  11021. //so you can change element and not consume gemstones.
  11022. if ((
  11023. old_sg->skill_id == SA_VOLCANO ||
  11024. old_sg->skill_id == SA_DELUGE ||
  11025. old_sg->skill_id == SA_VIOLENTGALE
  11026. ) && old_sg->limit > 0)
  11027. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11028. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11029. if (limit < 0) //This can happen...
  11030. limit = skill_get_time(skill_id,skill_lv);
  11031. }
  11032. skill_clear_group(src,1);
  11033. }
  11034. break;
  11035. }
  11036. case BA_WHISTLE:
  11037. val1 = skill_lv +status->agi/10; // Flee increase
  11038. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11039. if(sd){
  11040. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11041. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11042. }
  11043. break;
  11044. case DC_HUMMING:
  11045. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11046. #ifdef RENEWAL
  11047. val1 *= 2;
  11048. #endif
  11049. if(sd)
  11050. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11051. break;
  11052. case BA_POEMBRAGI:
  11053. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11054. //For some reason at level 10 the base delay reduction is 50%.
  11055. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11056. if(sd){
  11057. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11058. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11059. }
  11060. break;
  11061. case DC_DONTFORGETME:
  11062. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11063. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11064. if(sd){
  11065. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11066. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11067. }
  11068. break;
  11069. case DC_SERVICEFORYOU:
  11070. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11071. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11072. if(sd){
  11073. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11074. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11075. }
  11076. break;
  11077. case BA_ASSASSINCROSS:
  11078. #ifdef RENEWAL
  11079. val1 = skill_lv + (status->agi/20); // ASPD increase
  11080. #else
  11081. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11082. #endif
  11083. if(sd)
  11084. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11085. val1*=10; // ASPD works with 1000 as 100%
  11086. break;
  11087. case DC_FORTUNEKISS:
  11088. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11089. if(sd)
  11090. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11091. val1*=10; //Because every 10 crit is an actual cri point.
  11092. break;
  11093. case BD_DRUMBATTLEFIELD:
  11094. #ifdef RENEWAL
  11095. val1 = (skill_lv+5)*25; //Atk increase
  11096. val2 = skill_lv*10; //Def increase
  11097. #else
  11098. val1 = (skill_lv+1)*25; //Atk increase
  11099. val2 = (skill_lv+1)*2; //Def increase
  11100. #endif
  11101. break;
  11102. case BD_RINGNIBELUNGEN:
  11103. val1 = (skill_lv+2)*25; //Atk increase
  11104. break;
  11105. case BD_RICHMANKIM:
  11106. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11107. break;
  11108. case BD_SIEGFRIED:
  11109. val1 = 55 + skill_lv*5; //Elemental Resistance
  11110. val2 = skill_lv*10; //Status ailment resistance
  11111. break;
  11112. case WE_CALLPARTNER:
  11113. if (sd) val1 = sd->status.partner_id;
  11114. break;
  11115. case WE_CALLPARENT:
  11116. if (sd) {
  11117. val1 = sd->status.father;
  11118. val2 = sd->status.mother;
  11119. }
  11120. break;
  11121. case WE_CALLBABY:
  11122. if (sd) val1 = sd->status.child;
  11123. break;
  11124. case NJ_KAENSIN:
  11125. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11126. val2 = (skill_lv+1)/2 + 4;
  11127. break;
  11128. case NJ_SUITON:
  11129. skill_clear_group(src, 1);
  11130. break;
  11131. case GS_GROUNDDRIFT:
  11132. {
  11133. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  11134. val1 = status->rhw.ele;
  11135. if (!val1)
  11136. val1=element[rnd()%5];
  11137. switch (val1)
  11138. {
  11139. case ELE_FIRE:
  11140. subunt++;
  11141. case ELE_WATER:
  11142. subunt++;
  11143. case ELE_POISON:
  11144. subunt++;
  11145. case ELE_DARK:
  11146. subunt++;
  11147. case ELE_WIND:
  11148. break;
  11149. default:
  11150. subunt=rnd()%5;
  11151. break;
  11152. }
  11153. break;
  11154. }
  11155. case GC_POISONSMOKE:
  11156. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11157. return NULL;
  11158. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11159. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11160. limit = 4000 + 2000 * skill_lv;
  11161. break;
  11162. case GD_LEADERSHIP:
  11163. case GD_GLORYWOUNDS:
  11164. case GD_SOULCOLD:
  11165. case GD_HAWKEYES:
  11166. limit = 1000000;//it doesn't matter
  11167. break;
  11168. case LG_BANDING:
  11169. limit = -1;
  11170. break;
  11171. case WM_REVERBERATION:
  11172. interval = limit;
  11173. val2 = 1;
  11174. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11175. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11176. target = BCT_ALL;
  11177. case WM_SEVERE_RAINSTORM:
  11178. case SO_WATER_INSIGNIA:
  11179. case SO_FIRE_INSIGNIA:
  11180. case SO_WIND_INSIGNIA:
  11181. case SO_EARTH_INSIGNIA:
  11182. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11183. return NULL;
  11184. break;
  11185. case SO_CLOUD_KILL:
  11186. skill_clear_group(src, 4);
  11187. break;
  11188. case SO_WARMER:
  11189. skill_clear_group(src, 8);
  11190. break;
  11191. case GN_WALLOFTHORN:
  11192. // Turns to Firewall
  11193. if( flag&1 )
  11194. limit = 3000;
  11195. val3 = (x<<16)|y;
  11196. break;
  11197. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11198. case GN_FIRE_EXPANSION_TEAR_GAS:
  11199. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11200. break;
  11201. case KO_ZENKAI:
  11202. if( sd ){
  11203. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11204. if( i < 5 ){
  11205. val1 = sd->talisman[i]; // no. of aura
  11206. val2 = i; // aura type
  11207. limit += val1 * 1000;
  11208. subunt = i - 1;
  11209. pc_del_talisman(sd, sd->talisman[i], i);
  11210. }
  11211. }
  11212. break;
  11213. case HW_GRAVITATION:
  11214. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11215. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11216. }
  11217. // Init skill unit group
  11218. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11219. group->val1 = val1;
  11220. group->val2 = val2;
  11221. group->val3 = val3;
  11222. group->link_group_id = link_group_id;
  11223. group->target_flag = target;
  11224. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11225. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11226. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  11227. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11228. group->item_id = req_item;
  11229. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11230. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11231. active_flag = 0;
  11232. // Put message for Talkie Box & Graffiti
  11233. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11234. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11235. if (sd)
  11236. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11237. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11238. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11239. }
  11240. // Dance skill
  11241. if (group->state.song_dance) {
  11242. if(sd) {
  11243. sd->skill_id_dance = skill_id;
  11244. sd->skill_lv_dance = skill_lv;
  11245. }
  11246. if (
  11247. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11248. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11249. )
  11250. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11251. }
  11252. // Set skill unit
  11253. limit = group->limit;
  11254. for( i = 0; i < layout->count; i++ ) {
  11255. struct skill_unit *unit;
  11256. int ux = x + layout->dx[i];
  11257. int uy = y + layout->dy[i];
  11258. int unit_val1 = skill_lv;
  11259. int unit_val2 = 0;
  11260. int alive = 1;
  11261. // are the coordinates out of range?
  11262. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11263. continue;
  11264. }
  11265. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11266. continue; // don't place skill units on walls (except for songs/dances/encores)
  11267. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11268. continue; // no path between cell and center of casting.
  11269. switch( skill_id ) {
  11270. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11271. case HT_LANDMINE:
  11272. case MA_LANDMINE:
  11273. case HT_ANKLESNARE:
  11274. case HT_SHOCKWAVE:
  11275. case HT_SANDMAN:
  11276. case MA_SANDMAN:
  11277. case HT_FLASHER:
  11278. case HT_FREEZINGTRAP:
  11279. case MA_FREEZINGTRAP:
  11280. case HT_TALKIEBOX:
  11281. case HT_SKIDTRAP:
  11282. case MA_SKIDTRAP:
  11283. case HT_CLAYMORETRAP:
  11284. case HT_BLASTMINE:
  11285. case RA_ELECTRICSHOCKER:
  11286. case RA_CLUSTERBOMB:
  11287. case RA_MAGENTATRAP:
  11288. case RA_COBALTTRAP:
  11289. case RA_MAIZETRAP:
  11290. case RA_VERDURETRAP:
  11291. case RA_FIRINGTRAP:
  11292. case RA_ICEBOUNDTRAP:
  11293. unit_val1 = 3500;
  11294. break;
  11295. case MG_FIREWALL:
  11296. case NJ_KAENSIN:
  11297. unit_val2 = group->val2;
  11298. break;
  11299. case WZ_ICEWALL:
  11300. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11301. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11302. break;
  11303. case GS_DESPERADO:
  11304. unit_val1 = abs(layout->dx[i]);
  11305. unit_val2 = abs(layout->dy[i]);
  11306. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11307. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11308. if (unit_val1) unit_val1--;
  11309. unit_val1 = 36 -12*unit_val1;
  11310. } else //Diagonal edges
  11311. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11312. if (unit_val1 < 1) unit_val1 = 1;
  11313. unit_val2 = 0;
  11314. break;
  11315. case WM_REVERBERATION:
  11316. case WM_POEMOFNETHERWORLD:
  11317. unit_val1 = 1 + skill_lv;
  11318. break;
  11319. case GN_WALLOFTHORN:
  11320. if (flag&1) // Turned become Firewall
  11321. break;
  11322. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11323. unit_val2 = 20; // Max hits
  11324. break;
  11325. case RL_B_TRAP:
  11326. unit_val1 = 3500;
  11327. unit_val2 = 0;
  11328. break;
  11329. default:
  11330. if (group->state.song_dance&0x1)
  11331. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11332. break;
  11333. }
  11334. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11335. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11336. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11337. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11338. // Check active cell to failing or remove current unit
  11339. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11340. if( !alive )
  11341. continue;
  11342. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11343. unit->limit = limit;
  11344. unit->range = range;
  11345. if (skill_id == PF_FOGWALL && alive == 2)
  11346. { //Double duration of cells on top of Deluge/Suiton
  11347. unit->limit *= 2;
  11348. group->limit = unit->limit;
  11349. }
  11350. // Execute on all targets standing on this cell
  11351. if (range == 0 && active_flag)
  11352. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11353. }
  11354. if (!group->alive_count)
  11355. { //No cells? Something that was blocked completely by Land Protector?
  11356. skill_delunitgroup(group);
  11357. return NULL;
  11358. }
  11359. //success, unit created.
  11360. switch( skill_id ) {
  11361. case NJ_TATAMIGAESHI: //Store number of tiles.
  11362. group->val1 = group->alive_count;
  11363. break;
  11364. }
  11365. return group;
  11366. }
  11367. /*==========================================
  11368. *
  11369. *------------------------------------------*/
  11370. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11371. {
  11372. skill_unit_onplace(unit, bl, tick);
  11373. }
  11374. /**
  11375. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11376. * while skill unit initialized or moved (such by knock back).
  11377. * As a follow of skill_unit_effect flag &1
  11378. * @param unit
  11379. * @param bl Target
  11380. * @param tick
  11381. */
  11382. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11383. {
  11384. struct skill_unit_group *sg;
  11385. struct block_list *ss; // Actual source that cast the skill unit
  11386. struct status_change *sc;
  11387. struct status_change_entry *sce;
  11388. enum sc_type type;
  11389. uint16 skill_id;
  11390. nullpo_ret(unit);
  11391. nullpo_ret(bl);
  11392. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11393. return 0;
  11394. nullpo_ret(sg = unit->group);
  11395. nullpo_ret(ss = map_id2bl(sg->src_id));
  11396. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11397. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11398. return 0; //AoE skills are ineffective. [Skotlex]
  11399. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11400. return 0; //Songs don't work in Basilica
  11401. sc = status_get_sc(bl);
  11402. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11403. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11404. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11405. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11406. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11407. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11408. type = status_skill2sc(sg->skill_id);
  11409. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11410. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11411. switch (sg->unit_id) {
  11412. case UNT_SPIDERWEB:
  11413. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11414. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11415. sc->data[SC_SPIDERWEB]->val2++;
  11416. break;
  11417. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11418. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11419. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11420. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11421. if( td )
  11422. sec = DIFF_TICK(td->tick, tick);
  11423. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11424. clif_fixpos(bl);
  11425. sg->val2 = bl->id;
  11426. }
  11427. else
  11428. sec = 3000; //Couldn't trap it?
  11429. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11430. }
  11431. break;
  11432. case UNT_SAFETYWALL:
  11433. if (!sce)
  11434. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11435. break;
  11436. case UNT_BLOODYLUST:
  11437. if (sg->src_id == bl->id)
  11438. break; //Does not affect the caster.
  11439. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11440. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11441. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11442. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11443. break;
  11444. case UNT_PNEUMA:
  11445. if (!sce)
  11446. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11447. break;
  11448. case UNT_CHAOSPANIC:
  11449. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  11450. break;
  11451. case UNT_WARP_WAITING: {
  11452. int working = sg->val1&0xffff;
  11453. if(bl->type==BL_PC && !working){
  11454. struct map_session_data *sd = (struct map_session_data *)bl;
  11455. if((!sd->chatID || battle_config.chat_warpportal)
  11456. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11457. {
  11458. int x = sg->val2>>16;
  11459. int y = sg->val2&0xffff;
  11460. int count = sg->val1>>16;
  11461. unsigned short m = sg->val3;
  11462. if( --count <= 0 )
  11463. skill_delunitgroup(sg);
  11464. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11465. working = 1;/* we break it because officials break it, lovely stuff. */
  11466. sg->val1 = (count<<16)|working;
  11467. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11468. }
  11469. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11470. int16 m = map_mapindex2mapid(sg->val3);
  11471. if (m < 0) break; //Map not available on this map-server.
  11472. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11473. }
  11474. }
  11475. break;
  11476. case UNT_QUAGMIRE:
  11477. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11478. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11479. break;
  11480. case UNT_VOLCANO:
  11481. case UNT_DELUGE:
  11482. case UNT_VIOLENTGALE:
  11483. if(!sce)
  11484. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11485. break;
  11486. case UNT_SUITON:
  11487. if(!sce)
  11488. sc_start4(ss, bl,type,100,sg->skill_lv,
  11489. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11490. 0,0,sg->limit);
  11491. break;
  11492. case UNT_HERMODE:
  11493. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11494. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11495. case UNT_RICHMANKIM:
  11496. case UNT_ETERNALCHAOS:
  11497. case UNT_DRUMBATTLEFIELD:
  11498. case UNT_RINGNIBELUNGEN:
  11499. case UNT_ROKISWEIL:
  11500. case UNT_INTOABYSS:
  11501. case UNT_SIEGFRIED:
  11502. //Needed to check when a dancer/bard leaves their ensemble area.
  11503. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11504. return skill_id;
  11505. if (!sce)
  11506. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11507. break;
  11508. case UNT_WHISTLE:
  11509. case UNT_ASSASSINCROSS:
  11510. case UNT_POEMBRAGI:
  11511. case UNT_APPLEIDUN:
  11512. case UNT_HUMMING:
  11513. case UNT_DONTFORGETME:
  11514. case UNT_FORTUNEKISS:
  11515. case UNT_SERVICEFORYOU:
  11516. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11517. return 0;
  11518. if (!sc) return 0;
  11519. if (!sce)
  11520. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11521. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11522. sce->val4 = 0; //remove the mark that we stepped out
  11523. delete_timer(sce->timer, status_change_timer);
  11524. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11525. }
  11526. break;
  11527. case UNT_FOGWALL:
  11528. if (!sce)
  11529. {
  11530. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11531. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11532. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11533. }
  11534. break;
  11535. case UNT_GRAVITATION:
  11536. if (!sce)
  11537. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11538. break;
  11539. case UNT_BASILICA:
  11540. {
  11541. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11542. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11543. { // knock-back any enemy except Boss
  11544. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11545. break;
  11546. }
  11547. if (!sce && i <= 0)
  11548. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11549. }
  11550. break;
  11551. // officially, icewall has no problems existing on occupied cells [ultramage]
  11552. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11553. // unit->val1 = 0;
  11554. // if(unit->limit + sg->tick > tick + 700)
  11555. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11556. // break;
  11557. case UNT_MOONLIT:
  11558. //Knockback out of area if affected char isn't in Moonlit effect
  11559. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11560. break;
  11561. if (ss == bl) //Also needed to prevent infinite loop crash.
  11562. break;
  11563. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11564. break;
  11565. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11566. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11567. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11568. break;
  11569. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11570. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11571. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11572. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11573. break;
  11574. case UNT_VOLCANIC_ASH:
  11575. if (!sce)
  11576. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11577. break;
  11578. case UNT_GD_LEADERSHIP:
  11579. case UNT_GD_GLORYWOUNDS:
  11580. case UNT_GD_SOULCOLD:
  11581. case UNT_GD_HAWKEYES:
  11582. if ( !sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0 )
  11583. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11584. break;
  11585. }
  11586. return skill_id;
  11587. }
  11588. /**
  11589. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  11590. * @param unit Skill unit
  11591. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  11592. * @param tick
  11593. */
  11594. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11595. {
  11596. struct skill_unit_group *sg;
  11597. struct block_list *ss;
  11598. TBL_PC* tsd;
  11599. struct status_data *tstatus;
  11600. struct status_change *tsc;
  11601. struct skill_unit_group_tickset *ts;
  11602. enum sc_type type;
  11603. uint16 skill_id;
  11604. int diff = 0;
  11605. nullpo_ret(unit);
  11606. nullpo_ret(bl);
  11607. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  11608. return 0;
  11609. nullpo_ret(sg = unit->group);
  11610. nullpo_ret(ss = map_id2bl(sg->src_id));
  11611. tsd = BL_CAST(BL_PC, bl);
  11612. tsc = status_get_sc(bl);
  11613. tstatus = status_get_status_data(bl);
  11614. type = status_skill2sc(sg->skill_id);
  11615. skill_id = sg->skill_id;
  11616. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11617. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11618. if (sg->interval == -1) {
  11619. switch (sg->unit_id) {
  11620. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11621. case UNT_FIREPILLAR_ACTIVE:
  11622. case UNT_ELECTRICSHOCKER:
  11623. case UNT_MANHOLE:
  11624. return 0;
  11625. default:
  11626. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11627. return 0;
  11628. }
  11629. }
  11630. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11631. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11632. diff = DIFF_TICK(tick,ts->tick);
  11633. if (diff < 0)
  11634. return 0;
  11635. ts->tick = tick+sg->interval;
  11636. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11637. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  11638. }
  11639. // Wall of Thorn damaged by Fire element unit [Cydh]
  11640. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  11641. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  11642. struct skill_unit *su = (struct skill_unit *)bl;
  11643. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  11644. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  11645. su->group->limit = sg->limit = 0;
  11646. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  11647. return skill_id;
  11648. }
  11649. }
  11650. switch (sg->unit_id) {
  11651. // Units that deals simple attack
  11652. case UNT_GRAVITATION:
  11653. case UNT_EARTHSTRAIN:
  11654. case UNT_FIREWALK:
  11655. case UNT_ELECTRICWALK:
  11656. case UNT_PSYCHIC_WAVE:
  11657. case UNT_MAGMA_ERUPTION:
  11658. case UNT_MAKIBISHI:
  11659. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11660. break;
  11661. case UNT_DUMMYSKILL:
  11662. switch (sg->skill_id) {
  11663. case SG_SUN_WARM: //SG skills [Komurka]
  11664. case SG_MOON_WARM:
  11665. case SG_STAR_WARM: {
  11666. int count = 0;
  11667. const int x = bl->x, y = bl->y;
  11668. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11669. do {
  11670. if( bl->type == BL_PC )
  11671. status_zap(bl, 0, 15); // sp damage to players
  11672. else // mobs
  11673. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  11674. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11675. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11676. } else { //should end when out of sp.
  11677. sg->limit = DIFF_TICK(tick,sg->tick);
  11678. break;
  11679. }
  11680. } while( x == bl->x && y == bl->y &&
  11681. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11682. }
  11683. break;
  11684. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  11685. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11686. if (tsc)
  11687. tsc->sg_counter++; //SG hit counter.
  11688. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11689. tsc->sg_counter=0; //Attack absorbed.
  11690. break;
  11691. #endif
  11692. case GS_DESPERADO:
  11693. if (rnd()%100 < unit->val1)
  11694. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11695. break;
  11696. case GN_CRAZYWEED_ATK:
  11697. if( bl->type == BL_SKILL ) {
  11698. struct skill_unit *su = (struct skill_unit *)bl;
  11699. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11700. break;
  11701. }
  11702. default:
  11703. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11704. }
  11705. break;
  11706. case UNT_FIREWALL:
  11707. case UNT_KAEN: {
  11708. int count = 0;
  11709. const int x = bl->x, y = bl->y;
  11710. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  11711. break;
  11712. //Take into account these hit more times than the timer interval can handle.
  11713. do
  11714. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11715. while(--unit->val2 && x == bl->x && y == bl->y &&
  11716. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11717. if (unit->val2 <= 0)
  11718. skill_delunit(unit);
  11719. }
  11720. break;
  11721. case UNT_SANCTUARY:
  11722. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11723. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11724. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  11725. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11726. } else {
  11727. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11728. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11729. #ifdef RENEWAL
  11730. if( md && md->mob_id == MOBID_EMPERIUM )
  11731. break;
  11732. #endif
  11733. if( md && mob_is_battleground(md) )
  11734. break;
  11735. if( tstatus->hp >= tstatus->max_hp )
  11736. break;
  11737. if( status_isimmune(bl) )
  11738. heal = 0;
  11739. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11740. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11741. heal = ~heal + 1;
  11742. status_heal(bl, heal, 0, 0);
  11743. if( diff >= 500 )
  11744. sg->val1--;
  11745. }
  11746. if( sg->val1 <= 0 )
  11747. skill_delunitgroup(sg);
  11748. break;
  11749. case UNT_EVILLAND:
  11750. //Will heal demon and undead element monsters, but not players.
  11751. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11752. { //Damage enemies
  11753. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11754. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11755. } else {
  11756. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11757. if (tstatus->hp >= tstatus->max_hp)
  11758. break;
  11759. if (status_isimmune(bl))
  11760. heal = 0;
  11761. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11762. status_heal(bl, heal, 0, 0);
  11763. }
  11764. break;
  11765. case UNT_MAGNUS:
  11766. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11767. break;
  11768. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11769. break;
  11770. case UNT_FIREPILLAR_WAITING:
  11771. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  11772. skill_delunit(unit);
  11773. break;
  11774. case UNT_SKIDTRAP: {
  11775. //Knockback away from position of user during placement [Playtester]
  11776. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  11777. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  11778. sg->unit_id = UNT_USED_TRAPS;
  11779. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11780. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11781. //Target will be stopped for 3 seconds
  11782. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  11783. }
  11784. break;
  11785. case UNT_ANKLESNARE:
  11786. case UNT_MANHOLE:
  11787. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11788. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11789. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  11790. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11791. if( td )
  11792. sec = DIFF_TICK(td->tick, tick);
  11793. if( !unit_blown_immune(bl,0x1) ) {
  11794. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  11795. clif_fixpos(bl);
  11796. }
  11797. sg->val2 = bl->id;
  11798. } else
  11799. sec = 3000; //Couldn't trap it?
  11800. if (sg->unit_id == UNT_ANKLESNARE) {
  11801. clif_skillunit_update(&unit->bl);
  11802. /**
  11803. * If you're snared from a trap that was invisible this makes the trap be
  11804. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11805. * bugreport:3961
  11806. **/
  11807. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  11808. }
  11809. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11810. sg->interval = -1;
  11811. unit->range = 0;
  11812. }
  11813. break;
  11814. case UNT_ELECTRICSHOCKER:
  11815. if( bl->id != ss->id ) {
  11816. if( status_get_mode(bl)&MD_BOSS )
  11817. break;
  11818. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  11819. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11820. clif_fixpos(bl);
  11821. }
  11822. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11823. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11824. }
  11825. break;
  11826. case UNT_VENOMDUST:
  11827. if(tsc && !tsc->data[type])
  11828. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  11829. break;
  11830. case UNT_LANDMINE:
  11831. //Land Mine only hits single target
  11832. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11833. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11834. sg->limit = 1500;
  11835. break;
  11836. case UNT_MAGENTATRAP:
  11837. case UNT_COBALTTRAP:
  11838. case UNT_MAIZETRAP:
  11839. case UNT_VERDURETRAP:
  11840. if( bl->type == BL_PC )// it won't work on players
  11841. break;
  11842. case UNT_FIRINGTRAP:
  11843. case UNT_ICEBOUNDTRAP:
  11844. case UNT_CLUSTERBOMB:
  11845. if( bl->id == ss->id )// it won't trigger on caster
  11846. break;
  11847. case UNT_BLASTMINE:
  11848. case UNT_SHOCKWAVE:
  11849. case UNT_SANDMAN:
  11850. case UNT_FLASHER:
  11851. case UNT_FREEZINGTRAP:
  11852. case UNT_FIREPILLAR_ACTIVE:
  11853. case UNT_CLAYMORETRAP:
  11854. if (tsc && tsc->data[SC__MANHOLE])
  11855. break;
  11856. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  11857. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &unit->bl, tick);
  11858. else
  11859. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11860. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11861. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  11862. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11863. sg->limit = DIFF_TICK(tick, sg->tick) +
  11864. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  11865. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  11866. break;
  11867. case UNT_TALKIEBOX:
  11868. if (sg->src_id == bl->id)
  11869. break;
  11870. if (sg->val2 == 0) {
  11871. clif_talkiebox(&unit->bl, sg->valstr);
  11872. sg->unit_id = UNT_USED_TRAPS;
  11873. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11874. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11875. sg->val2 = -1;
  11876. }
  11877. break;
  11878. case UNT_LULLABY:
  11879. if (ss->id == bl->id)
  11880. break;
  11881. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11882. break;
  11883. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11884. if (ss->id != bl->id)
  11885. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11886. break;
  11887. case UNT_DISSONANCE:
  11888. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11889. break;
  11890. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  11891. int heal;
  11892. #ifdef RENEWAL
  11893. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11894. if (md && md->mob_id == MOBID_EMPERIUM)
  11895. break;
  11896. #endif
  11897. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11898. break; // affects self only when soullinked
  11899. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  11900. if (tsc->data[SC_AKAITSUKI] && heal)
  11901. heal = ~heal + 1;
  11902. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11903. status_heal(bl, heal, 0, 0);
  11904. }
  11905. break;
  11906. case UNT_TATAMIGAESHI:
  11907. case UNT_DEMONSTRATION:
  11908. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11909. break;
  11910. case UNT_GOSPEL:
  11911. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  11912. break;
  11913. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  11914. { // Support Effect only on party, not guild
  11915. int heal;
  11916. int i = rnd()%13; // Positive buff count
  11917. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  11918. switch (i)
  11919. {
  11920. case 0: // Heal 1~9999 HP
  11921. heal = rnd() %9999+1;
  11922. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  11923. status_heal(bl,heal,0,0);
  11924. break;
  11925. case 1: // End all negative status
  11926. status_change_clear_buffs(bl,6);
  11927. if (tsd) clif_gospel_info(tsd, 0x15);
  11928. break;
  11929. case 2: // Immunity to all status
  11930. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  11931. if (tsd) clif_gospel_info(tsd, 0x16);
  11932. break;
  11933. case 3: // MaxHP +100%
  11934. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  11935. if (tsd) clif_gospel_info(tsd, 0x17);
  11936. break;
  11937. case 4: // MaxSP +100%
  11938. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  11939. if (tsd) clif_gospel_info(tsd, 0x18);
  11940. break;
  11941. case 5: // All stats +20
  11942. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  11943. if (tsd) clif_gospel_info(tsd, 0x19);
  11944. break;
  11945. case 6: // Level 10 Blessing
  11946. sc_start(ss, bl,SC_BLESSING,100,10,time);
  11947. break;
  11948. case 7: // Level 10 Increase AGI
  11949. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  11950. break;
  11951. case 8: // Enchant weapon with Holy element
  11952. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  11953. if (tsd) clif_gospel_info(tsd, 0x1c);
  11954. break;
  11955. case 9: // Enchant armor with Holy element
  11956. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  11957. if (tsd) clif_gospel_info(tsd, 0x1d);
  11958. break;
  11959. case 10: // DEF +25%
  11960. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  11961. if (tsd) clif_gospel_info(tsd, 0x1e);
  11962. break;
  11963. case 11: // ATK +100%
  11964. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  11965. if (tsd) clif_gospel_info(tsd, 0x1f);
  11966. break;
  11967. case 12: // HIT/Flee +50
  11968. sc_start(ss, bl,SC_INCHIT,100,50,time);
  11969. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  11970. if (tsd) clif_gospel_info(tsd, 0x20);
  11971. break;
  11972. }
  11973. }
  11974. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11975. { // Offensive Effect
  11976. int i = rnd()%9; // Negative buff count
  11977. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  11978. switch (i)
  11979. {
  11980. case 0: // Deal 1~9999 damage
  11981. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11982. break;
  11983. case 1: // Curse
  11984. sc_start(ss, bl,SC_CURSE,100,1,time);
  11985. break;
  11986. case 2: // Blind
  11987. sc_start(ss, bl,SC_BLIND,100,1,time);
  11988. break;
  11989. case 3: // Poison
  11990. sc_start(ss, bl,SC_POISON,100,1,time);
  11991. break;
  11992. case 4: // Level 10 Provoke
  11993. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  11994. break;
  11995. case 5: // DEF -100%
  11996. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  11997. break;
  11998. case 6: // ATK -100%
  11999. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12000. break;
  12001. case 7: // Flee -100%
  12002. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12003. break;
  12004. case 8: // Speed/ASPD -25%
  12005. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12006. break;
  12007. }
  12008. }
  12009. break;
  12010. case UNT_BASILICA:
  12011. {
  12012. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12013. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12014. { // knock-back any enemy except Boss
  12015. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12016. break;
  12017. }
  12018. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12019. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12020. }
  12021. break;
  12022. case UNT_GROUNDDRIFT_WIND:
  12023. case UNT_GROUNDDRIFT_DARK:
  12024. case UNT_GROUNDDRIFT_POISON:
  12025. case UNT_GROUNDDRIFT_WATER:
  12026. case UNT_GROUNDDRIFT_FIRE:
  12027. map_foreachinrange(skill_trap_splash,&unit->bl,
  12028. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12029. &unit->bl,tick);
  12030. sg->unit_id = UNT_USED_TRAPS;
  12031. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12032. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12033. break;
  12034. case UNT_POISONSMOKE:
  12035. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12036. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12037. break;
  12038. case UNT_EPICLESIS:
  12039. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12040. int hp, sp;
  12041. switch( sg->skill_lv ) {
  12042. case 1: case 2: hp = 3; sp = 2; break;
  12043. case 3: case 4: hp = 4; sp = 3; break;
  12044. case 5: default: hp = 5; sp = 4; break;
  12045. }
  12046. hp = tstatus->max_hp * hp / 100;
  12047. sp = tstatus->max_sp * sp / 100;
  12048. if (tstatus->hp < tstatus->max_hp)
  12049. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12050. if (tstatus->sp < tstatus->max_sp)
  12051. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12052. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12053. hp = ~hp + 1;
  12054. status_heal(bl, hp, sp, 3);
  12055. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12056. sg->val2++;
  12057. // Reveal hidden players every 5 seconds.
  12058. if( sg->val2 >= 5 ) {
  12059. sg->val2 = 0;
  12060. // Doesn't remove Invisibility or Chase Walk.
  12061. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12062. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12063. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12064. }
  12065. }
  12066. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12067. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12068. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12069. break;
  12070. case UNT_STEALTHFIELD:
  12071. if( bl->id == sg->src_id )
  12072. break; // Dont work on Self (video shows that)
  12073. case UNT_NEUTRALBARRIER:
  12074. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  12075. break;
  12076. case UNT_DIMENSIONDOOR:
  12077. if( tsd && !map[bl->m].flag.noteleport )
  12078. pc_randomwarp(tsd,CLR_TELEPORT);
  12079. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12080. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12081. break;
  12082. case UNT_REVERBERATION:
  12083. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12084. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12085. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12086. sg->unit_id = UNT_USED_TRAPS;
  12087. break;
  12088. case UNT_SEVERE_RAINSTORM:
  12089. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12090. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12091. break;
  12092. case UNT_NETHERWORLD:
  12093. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12094. if (!(tsc && tsc->data[type])) {
  12095. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12096. sg->limit = DIFF_TICK(tick,sg->tick);
  12097. sg->unit_id = UNT_USED_TRAPS;
  12098. }
  12099. }
  12100. break;
  12101. case UNT_THORNS_TRAP:
  12102. if( tsc ) {
  12103. if( !sg->val2 ) {
  12104. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12105. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12106. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12107. if( td )
  12108. sec = DIFF_TICK(td->tick, tick);
  12109. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12110. clif_fixpos(bl);
  12111. sg->val2 = bl->id;
  12112. } else
  12113. sec = 3000; // Couldn't trap it?
  12114. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12115. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12116. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12117. }
  12118. break;
  12119. case UNT_WALLOFTHORN:
  12120. if (unit->val2-- <= 0) // Max hit reached
  12121. break;
  12122. if (status_get_mode(bl)&MD_BOSS)
  12123. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12124. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12125. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  12126. break;
  12127. case UNT_DEMONIC_FIRE:
  12128. switch( sg->val2 ) {
  12129. case 1:
  12130. default:
  12131. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12132. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12133. break;
  12134. }
  12135. break;
  12136. case UNT_HELLS_PLANT:
  12137. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12138. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12139. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12140. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12141. break;
  12142. case UNT_CLOUD_KILL:
  12143. if(tsc && !tsc->data[type])
  12144. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NORATEDEF);
  12145. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12146. break;
  12147. case UNT_WARMER:
  12148. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12149. int hp = 0;
  12150. struct status_change *ssc = status_get_sc(ss);
  12151. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12152. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12153. else
  12154. hp = tstatus->max_hp * sg->skill_lv / 100;
  12155. if( tstatus->hp != tstatus->max_hp )
  12156. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12157. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12158. hp = ~hp + 1;
  12159. status_heal(bl, hp, 0, 0);
  12160. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12161. }
  12162. break;
  12163. case UNT_ZEPHYR:
  12164. if (ss == bl)
  12165. break; // Doesn't affect the Elemental
  12166. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12167. break;
  12168. case UNT_FIRE_INSIGNIA:
  12169. case UNT_WATER_INSIGNIA:
  12170. case UNT_WIND_INSIGNIA:
  12171. case UNT_EARTH_INSIGNIA:
  12172. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12173. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12174. int hp = tstatus->max_hp / 100; //+1% each 5s
  12175. if ((sg->val3) % 5) { //each 5s
  12176. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12177. status_heal(bl, hp, 0, 2);
  12178. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12179. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12180. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12181. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12182. ){
  12183. status_heal(bl, -hp, 0, 0);
  12184. }
  12185. }
  12186. sg->val3++; //timer
  12187. if (sg->val3 > 5) sg->val3 = 0;
  12188. }
  12189. break;
  12190. case UNT_VACUUM_EXTREME:
  12191. if ( tsc && tsc->data[SC_HALLUCINATIONWALK] )
  12192. return 0;
  12193. else {
  12194. sg->limit -= 100 * tstatus->str/20;
  12195. sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
  12196. }
  12197. break;
  12198. case UNT_BANDING:
  12199. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12200. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  12201. break;
  12202. case UNT_FIRE_MANTLE:
  12203. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12204. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12205. break;
  12206. case UNT_ZENKAI_WATER:
  12207. case UNT_ZENKAI_LAND:
  12208. case UNT_ZENKAI_FIRE:
  12209. case UNT_ZENKAI_WIND:
  12210. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12211. switch( sg->unit_id ) {
  12212. case UNT_ZENKAI_WATER:
  12213. switch (rnd()%2 + 1) {
  12214. case 1:
  12215. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12216. break;
  12217. case 2:
  12218. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12219. break;
  12220. }
  12221. break;
  12222. case UNT_ZENKAI_LAND:
  12223. switch (rnd()%2 + 1) {
  12224. case 1:
  12225. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12226. break;
  12227. case 2:
  12228. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12229. break;
  12230. }
  12231. break;
  12232. case UNT_ZENKAI_FIRE:
  12233. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12234. break;
  12235. case UNT_ZENKAI_WIND:
  12236. switch (rnd()%3 + 1) {
  12237. case 1:
  12238. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12239. break;
  12240. case 2:
  12241. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12242. break;
  12243. case 3:
  12244. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12245. break;
  12246. }
  12247. break;
  12248. }
  12249. } else
  12250. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  12251. break;
  12252. case UNT_LAVA_SLIDE:
  12253. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12254. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12255. sg->limit = DIFF_TICK(tick, sg->tick);
  12256. break;
  12257. case UNT_POISON_MIST:
  12258. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12259. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12260. break;
  12261. case UNT_CHAOSPANIC:
  12262. if (tsc && tsc->data[type])
  12263. break;
  12264. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12265. break;
  12266. case UNT_B_TRAP:
  12267. if (tsc && tsc->data[type])
  12268. break;
  12269. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12270. unit->val2++; // Mark as ever been used
  12271. break;
  12272. case UNT_FIRE_RAIN:
  12273. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12274. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12275. 1,sg->skill_id,sg->skill_lv,6);
  12276. break;
  12277. }
  12278. if (bl->type == BL_MOB && ss != bl)
  12279. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12280. return skill_id;
  12281. }
  12282. /**
  12283. * Triggered when a char steps out of a skill unit
  12284. * @param src Skill unit from char moved out
  12285. * @param bl Char
  12286. * @param tick
  12287. */
  12288. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12289. {
  12290. struct skill_unit_group *sg;
  12291. struct status_change *sc;
  12292. struct status_change_entry *sce;
  12293. enum sc_type type;
  12294. nullpo_ret(src);
  12295. nullpo_ret(bl);
  12296. nullpo_ret(sg=src->group);
  12297. sc = status_get_sc(bl);
  12298. type = status_skill2sc(sg->skill_id);
  12299. sce = (sc && type != -1)?sc->data[type]:NULL;
  12300. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12301. return 0;
  12302. switch(sg->unit_id){
  12303. case UNT_SAFETYWALL:
  12304. case UNT_PNEUMA:
  12305. case UNT_EPICLESIS://Arch Bishop
  12306. case UNT_NEUTRALBARRIER:
  12307. case UNT_STEALTHFIELD:
  12308. if (sce)
  12309. status_change_end(bl, type, INVALID_TIMER);
  12310. break;
  12311. case UNT_BASILICA:
  12312. if (sce && sce->val4 != bl->id)
  12313. status_change_end(bl, type, INVALID_TIMER);
  12314. break;
  12315. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12316. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12317. status_change_end(bl, type, INVALID_TIMER);
  12318. break;
  12319. case UNT_SPIDERWEB:
  12320. {
  12321. struct block_list *target = map_id2bl(sg->val2);
  12322. if (target && target==bl) {
  12323. if (sce && sce->val3 == sg->group_id)
  12324. status_change_end(bl, type, INVALID_TIMER);
  12325. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12326. }
  12327. break;
  12328. }
  12329. case UNT_DISSONANCE:
  12330. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12331. {
  12332. short i;
  12333. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12334. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12335. type = status_skill2sc(i);
  12336. sce = (sc && type != -1)?sc->data[type]:NULL;
  12337. if(sce)
  12338. return i;
  12339. }
  12340. }
  12341. }
  12342. case UNT_WHISTLE:
  12343. case UNT_ASSASSINCROSS:
  12344. case UNT_POEMBRAGI:
  12345. case UNT_APPLEIDUN:
  12346. case UNT_HUMMING:
  12347. case UNT_DONTFORGETME:
  12348. case UNT_FORTUNEKISS:
  12349. case UNT_SERVICEFORYOU:
  12350. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12351. return -1;
  12352. }
  12353. return sg->skill_id;
  12354. }
  12355. /**
  12356. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12357. * @param skill_id Skill ID
  12358. * @param bl A char
  12359. * @param tick
  12360. */
  12361. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12362. {
  12363. struct status_change *sc;
  12364. struct status_change_entry *sce;
  12365. enum sc_type type;
  12366. sc = status_get_sc(bl);
  12367. if (sc && !sc->count)
  12368. sc = NULL;
  12369. type = status_skill2sc(skill_id);
  12370. sce = (sc && type != -1)?sc->data[type]:NULL;
  12371. switch (skill_id)
  12372. {
  12373. case WZ_QUAGMIRE:
  12374. if (bl->type==BL_MOB)
  12375. break;
  12376. if (sce)
  12377. status_change_end(bl, type, INVALID_TIMER);
  12378. break;
  12379. case BD_LULLABY:
  12380. case BD_RICHMANKIM:
  12381. case BD_ETERNALCHAOS:
  12382. case BD_DRUMBATTLEFIELD:
  12383. case BD_RINGNIBELUNGEN:
  12384. case BD_ROKISWEIL:
  12385. case BD_INTOABYSS:
  12386. case BD_SIEGFRIED:
  12387. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12388. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12389. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12390. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12391. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12392. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12393. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12394. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12395. }
  12396. case MH_STEINWAND:
  12397. case MG_SAFETYWALL:
  12398. case AL_PNEUMA:
  12399. case SA_VOLCANO:
  12400. case SA_DELUGE:
  12401. case SA_VIOLENTGALE:
  12402. case CG_HERMODE:
  12403. case HW_GRAVITATION:
  12404. case HP_BASILICA:
  12405. case NJ_SUITON:
  12406. case SC_MAELSTROM:
  12407. case EL_WATER_BARRIER:
  12408. case EL_ZEPHYR:
  12409. case EL_POWER_OF_GAIA:
  12410. case SO_FIRE_INSIGNIA:
  12411. case SO_WATER_INSIGNIA:
  12412. case SO_WIND_INSIGNIA:
  12413. case SO_EARTH_INSIGNIA:
  12414. case SC_BLOODYLUST:
  12415. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12416. case GN_FIRE_EXPANSION_TEAR_GAS:
  12417. case SO_ELEMENTAL_SHIELD:
  12418. if (sce)
  12419. status_change_end(bl, type, INVALID_TIMER);
  12420. break;
  12421. case BA_DISSONANCE:
  12422. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12423. {
  12424. short i;
  12425. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12426. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12427. type = status_skill2sc(i);
  12428. sce = (sc && type != -1)?sc->data[type]:NULL;
  12429. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12430. delete_timer(sce->timer, status_change_timer);
  12431. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12432. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12433. }
  12434. }
  12435. }
  12436. }
  12437. break;
  12438. case BA_POEMBRAGI:
  12439. case BA_WHISTLE:
  12440. case BA_ASSASSINCROSS:
  12441. case BA_APPLEIDUN:
  12442. case DC_HUMMING:
  12443. case DC_DONTFORGETME:
  12444. case DC_FORTUNEKISS:
  12445. case DC_SERVICEFORYOU:
  12446. if (sce)
  12447. {
  12448. delete_timer(sce->timer, status_change_timer);
  12449. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12450. //not possible on our current implementation.
  12451. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12452. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12453. }
  12454. break;
  12455. case PF_FOGWALL:
  12456. if (sce)
  12457. {
  12458. status_change_end(bl, type, INVALID_TIMER);
  12459. if ((sce=sc->data[SC_BLIND]))
  12460. {
  12461. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12462. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12463. else {
  12464. delete_timer(sce->timer, status_change_timer);
  12465. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12466. }
  12467. }
  12468. }
  12469. break;
  12470. case GD_LEADERSHIP:
  12471. case GD_GLORYWOUNDS:
  12472. case GD_SOULCOLD:
  12473. case GD_HAWKEYES:
  12474. if( !(sce && sce->val4) )
  12475. status_change_end(bl, type, INVALID_TIMER);
  12476. break;
  12477. }
  12478. return skill_id;
  12479. }
  12480. /*==========================================
  12481. * Invoked when a unit cell has been placed/removed/deleted.
  12482. * flag values:
  12483. * flag&1: Invoke onplace function (otherwise invoke onout)
  12484. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12485. * flag&8: Recursive
  12486. *------------------------------------------*/
  12487. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12488. {
  12489. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12490. struct skill_unit_group* group = unit->group;
  12491. unsigned int tick = va_arg(ap,unsigned int);
  12492. unsigned int flag = va_arg(ap,unsigned int);
  12493. uint16 skill_id;
  12494. bool dissonance = false;
  12495. bool isTarget = false;
  12496. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12497. return 0;
  12498. nullpo_ret(group);
  12499. if( !(flag&8) ) {
  12500. dissonance = skill_dance_switch(unit, 0);
  12501. //Target-type check.
  12502. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12503. }
  12504. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12505. skill_id = group->skill_id;
  12506. if( isTarget ){
  12507. if( flag&1 )
  12508. skill_unit_onplace(unit,bl,tick);
  12509. else {
  12510. if( skill_unit_onout(unit,bl,tick) == -1 )
  12511. return 0; // Don't let a Bard/Dancer update their own song timer
  12512. }
  12513. if( flag&4 )
  12514. skill_unit_onleft(skill_id, bl, tick);
  12515. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12516. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12517. if( dissonance ) {
  12518. skill_dance_switch(unit, 1);
  12519. //we placed a dissonance, let's update
  12520. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12521. }
  12522. return 0;
  12523. }
  12524. /**
  12525. * Check skill unit while receiving damage
  12526. * @param unit Skill unit
  12527. * @param damage Received damage
  12528. * @return Damage
  12529. */
  12530. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12531. {
  12532. struct skill_unit_group *sg;
  12533. nullpo_ret(unit);
  12534. nullpo_ret(sg = unit->group);
  12535. switch( sg->unit_id ) {
  12536. case UNT_BLASTMINE:
  12537. case UNT_SKIDTRAP:
  12538. case UNT_LANDMINE:
  12539. case UNT_SHOCKWAVE:
  12540. case UNT_SANDMAN:
  12541. case UNT_FLASHER:
  12542. case UNT_CLAYMORETRAP:
  12543. case UNT_FREEZINGTRAP:
  12544. case UNT_TALKIEBOX:
  12545. case UNT_ANKLESNARE:
  12546. case UNT_ICEWALL:
  12547. case UNT_REVERBERATION:
  12548. case UNT_WALLOFTHORN:
  12549. case UNT_NETHERWORLD:
  12550. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12551. break;
  12552. default:
  12553. damage = 0;
  12554. break;
  12555. }
  12556. return damage;
  12557. }
  12558. /**
  12559. * Check char condition around the skill caster
  12560. * @param bl Char around area
  12561. * @param *c Counter for 'valid' condition found
  12562. * @param *p_sd Stores 'rid' of char found
  12563. * @param skill_id Skill ID
  12564. * @param skill_lv Level of used skill
  12565. */
  12566. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12567. {
  12568. int *c, skill_id;
  12569. struct block_list *src;
  12570. struct map_session_data *sd;
  12571. struct map_session_data *tsd;
  12572. int *p_sd; //Contains the list of characters found.
  12573. nullpo_ret(bl);
  12574. nullpo_ret(tsd=(struct map_session_data*)bl);
  12575. nullpo_ret(src=va_arg(ap,struct block_list *));
  12576. nullpo_ret(sd=(struct map_session_data*)src);
  12577. c=va_arg(ap,int *);
  12578. p_sd = va_arg(ap, int *);
  12579. skill_id = va_arg(ap,int);
  12580. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12581. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12582. if (bl == src)
  12583. return 0;
  12584. if(pc_isdead(tsd))
  12585. return 0;
  12586. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12587. return 0;
  12588. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12589. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12590. p_sd[(*c)++] = tsd->bl.id;
  12591. return 1;
  12592. } else {
  12593. switch(skill_id) {
  12594. case PR_BENEDICTIO: {
  12595. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12596. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12597. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12598. && sd->status.sp >= 10)
  12599. p_sd[(*c)++]=tsd->bl.id;
  12600. return 1;
  12601. }
  12602. case AB_ADORAMUS:
  12603. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12604. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12605. p_sd[(*c)++] = tsd->bl.id;
  12606. return 1;
  12607. case WL_COMET:
  12608. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12609. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12610. p_sd[(*c)++] = tsd->bl.id;
  12611. return 1;
  12612. case LG_RAYOFGENESIS:
  12613. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12614. tsd->sc.data[SC_BANDING] )
  12615. p_sd[(*c)++] = tsd->bl.id;
  12616. return 1;
  12617. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12618. {
  12619. uint16 skill_lv;
  12620. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12621. return 0;
  12622. if (sd->status.sex != tsd->status.sex &&
  12623. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12624. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12625. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12626. sd->status.party_id && tsd->status.party_id &&
  12627. sd->status.party_id == tsd->status.party_id &&
  12628. !tsd->sc.data[SC_DANCING])
  12629. {
  12630. p_sd[(*c)++]=tsd->bl.id;
  12631. return skill_lv;
  12632. } else {
  12633. return 0;
  12634. }
  12635. }
  12636. break;
  12637. }
  12638. }
  12639. return 0;
  12640. }
  12641. /**
  12642. * Checks and stores partners for ensemble skills [Skotlex]
  12643. * Max partners is 2.
  12644. * @param sd Caster
  12645. * @param skill_id
  12646. * @param skill_lv
  12647. * @param range Area range to check
  12648. * @param cast_flag Special handle
  12649. */
  12650. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12651. {
  12652. static int c=0;
  12653. static int p_sd[2] = { 0, 0 };
  12654. int i;
  12655. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12656. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12657. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12658. if (cast_flag) { //Execute the skill on the partners.
  12659. struct map_session_data* tsd;
  12660. switch (skill_id) {
  12661. case PR_BENEDICTIO:
  12662. for (i = 0; i < c; i++) {
  12663. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12664. status_charge(&tsd->bl, 0, 10);
  12665. }
  12666. return c;
  12667. case AB_ADORAMUS:
  12668. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12669. i = 2 * (*skill_lv);
  12670. status_charge(&tsd->bl, 0, i);
  12671. }
  12672. break;
  12673. case WM_GREAT_ECHO:
  12674. for( i = 0; i < c; i++ ) {
  12675. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12676. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12677. }
  12678. break;
  12679. default: //Warning: Assuming Ensemble skills here (for speed)
  12680. if( is_chorus )
  12681. break;//Chorus skills are not to be parsed as ensambles
  12682. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12683. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12684. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  12685. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12686. tsd->skill_id_dance = skill_id;
  12687. tsd->skill_lv_dance = *skill_lv;
  12688. }
  12689. return c;
  12690. }
  12691. }
  12692. //Else: new search for partners.
  12693. c = 0;
  12694. memset (p_sd, 0, sizeof(p_sd));
  12695. if( is_chorus )
  12696. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12697. else
  12698. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12699. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12700. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
  12701. return c;
  12702. }
  12703. /**
  12704. * Sub function to count how many spawned mob is around.
  12705. * Some skills check with matched AI.
  12706. * @param rid Source ID
  12707. * @param mob_class Monster ID
  12708. * @param skill_id Used skill
  12709. * @param *c Counter for found monster
  12710. */
  12711. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  12712. {
  12713. int *c,src_id,mob_class,skill;
  12714. uint16 ai;
  12715. struct mob_data *md;
  12716. md=(struct mob_data*)bl;
  12717. src_id=va_arg(ap,int);
  12718. mob_class=va_arg(ap,int);
  12719. skill=va_arg(ap,int);
  12720. c=va_arg(ap,int *);
  12721. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  12722. if( md->master_id != src_id || md->special_state.ai != ai)
  12723. return 0; //Non alchemist summoned mobs have nothing to do here.
  12724. if(md->mob_id==mob_class)
  12725. (*c)++;
  12726. return 1;
  12727. }
  12728. /**
  12729. * Determines if a given skill should be made to consume ammo
  12730. * when used by the player. [Skotlex]
  12731. * @param sd Player
  12732. * @param skill_id Skill ID
  12733. * @return True if skill is need ammo; False otherwise.
  12734. */
  12735. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  12736. {
  12737. return (
  12738. battle_config.arrow_decrement == 2 &&
  12739. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12740. skill_id != HT_PHANTASMIC &&
  12741. skill_get_type(skill_id) == BF_WEAPON &&
  12742. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  12743. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  12744. );
  12745. }
  12746. /**
  12747. * Check SC required to cast a skill
  12748. * @param sc
  12749. * @param skill_id
  12750. * @return True if condition is met, False otherwise
  12751. **/
  12752. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  12753. uint8 c = 0;
  12754. struct status_change *sc = NULL;
  12755. if (!require->status_count)
  12756. return true;
  12757. nullpo_ret(sd);
  12758. if (!require || !skill_get_index(skill_id))
  12759. return false;
  12760. if (!(sc = &sd->sc)) {
  12761. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12762. return false;
  12763. }
  12764. /* May has multiple requirements */
  12765. for (c = 0; c < require->status_count; c++) {
  12766. enum sc_type req_sc = require->status[c];
  12767. if (req_sc == SC_NONE)
  12768. continue;
  12769. switch (req_sc) {
  12770. /* Official fail msg */
  12771. case SC_PUSH_CART:
  12772. if (!sc->data[SC_PUSH_CART]) {
  12773. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  12774. return false;
  12775. }
  12776. break;
  12777. case SC_POISONINGWEAPON:
  12778. if (!sc->data[SC_POISONINGWEAPON]) {
  12779. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12780. return false;
  12781. }
  12782. break;
  12783. default:
  12784. if (!sc->data[req_sc]) {
  12785. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12786. return false;
  12787. }
  12788. break;
  12789. }
  12790. }
  12791. return true;
  12792. }
  12793. /**
  12794. * Check skill condition when cast begin
  12795. * For ammo, only check if the skill need ammo
  12796. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  12797. * @param sd Player who uses skill
  12798. * @param skill_id ID of used skill
  12799. * @param skill_lv Level of used skill
  12800. * @return true: All condition passed, false: Failed
  12801. */
  12802. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12803. {
  12804. struct status_data *status;
  12805. struct status_change *sc;
  12806. struct skill_condition require;
  12807. int i;
  12808. uint32 inf2, inf3;
  12809. nullpo_retr(false,sd);
  12810. if (sd->chatID) return false;
  12811. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12812. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12813. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12814. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12815. return true;
  12816. }
  12817. switch( sd->menuskill_id ) {
  12818. case AM_PHARMACY:
  12819. switch( skill_id ) {
  12820. case AM_PHARMACY:
  12821. case AC_MAKINGARROW:
  12822. case BS_REPAIRWEAPON:
  12823. case AM_TWILIGHT1:
  12824. case AM_TWILIGHT2:
  12825. case AM_TWILIGHT3:
  12826. return false;
  12827. }
  12828. break;
  12829. case GN_MIX_COOKING:
  12830. case GN_MAKEBOMB:
  12831. case GN_S_PHARMACY:
  12832. case GN_CHANGEMATERIAL:
  12833. if( sd->menuskill_id != skill_id )
  12834. return false;
  12835. break;
  12836. }
  12837. status = &sd->battle_status;
  12838. sc = &sd->sc;
  12839. if( !sc->count )
  12840. sc = NULL;
  12841. if( sd->skillitem == skill_id )
  12842. {
  12843. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12844. sd->state.abra_flag = 0;
  12845. else
  12846. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12847. if( (i = sd->itemindex) == -1 ||
  12848. sd->status.inventory[i].nameid != sd->itemid ||
  12849. sd->inventory_data[i] == NULL ||
  12850. !sd->inventory_data[i]->flag.delay_consume ||
  12851. sd->status.inventory[i].amount < 1
  12852. )
  12853. { //Something went wrong, item exploit?
  12854. sd->itemid = sd->itemindex = -1;
  12855. return false;
  12856. }
  12857. //Consume
  12858. sd->itemid = sd->itemindex = -1;
  12859. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12860. ; //Do not consume item.
  12861. else if( sd->status.inventory[i].expire_time == 0 )
  12862. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12863. }
  12864. return true;
  12865. }
  12866. if( pc_is90overweight(sd) ) {
  12867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12868. return false;
  12869. }
  12870. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12871. return false;
  12872. //Checks if disabling skill - in which case no SP requirements are necessary
  12873. if( sc && skill_disable_check(sc,skill_id))
  12874. return true;
  12875. inf3 = skill_get_inf3(skill_id);
  12876. // Check the skills that can be used while mounted on a warg
  12877. if( pc_isridingwug(sd) ) {
  12878. if(!(inf3&INF3_USABLE_WARG))
  12879. return false; // in official there is no message.
  12880. }
  12881. if( pc_ismadogear(sd) ) {
  12882. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12883. //Only Mechanic exlcusive skill can be used.
  12884. if(inf3&INF3_DIS_MADO){
  12885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12886. return false;
  12887. }
  12888. }
  12889. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12890. return false;
  12891. require = skill_get_requirement(sd,skill_id,skill_lv);
  12892. //Can only update state when weapon/arrow info is checked.
  12893. sd->state.arrow_atk = require.ammo?1:0;
  12894. // perform skill-group checks
  12895. inf2 = skill_get_inf2(skill_id);
  12896. if(inf2&INF2_CHORUS_SKILL) {
  12897. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  12898. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12899. return false;
  12900. }
  12901. }
  12902. else if(inf2&INF2_ENSEMBLE_SKILL) {
  12903. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  12904. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12905. return false;
  12906. }
  12907. }
  12908. // perform skill-specific checks (and actions)
  12909. switch( skill_id ) {
  12910. case SO_SPELLFIST:
  12911. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  12912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12913. return false;
  12914. }
  12915. case SA_CASTCANCEL:
  12916. if(sd->ud.skilltimer == INVALID_TIMER) {
  12917. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12918. return false;
  12919. }
  12920. break;
  12921. case AS_CLOAKING:
  12922. {
  12923. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  12924. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  12925. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12926. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12927. int di;
  12928. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  12929. if( di == 8 ) {
  12930. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12931. return false;
  12932. }
  12933. }
  12934. break;
  12935. }
  12936. case AL_WARP:
  12937. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  12938. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  12939. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  12940. return false;
  12941. }
  12942. break;
  12943. case MO_CALLSPIRITS:
  12944. if(sc && sc->data[SC_RAISINGDRAGON])
  12945. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  12946. if(sd->spiritball >= skill_lv) {
  12947. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12948. return false;
  12949. }
  12950. break;
  12951. case MO_FINGEROFFENSIVE:
  12952. case GS_FLING:
  12953. case SR_RAMPAGEBLASTER:
  12954. case SR_RIDEINLIGHTNING:
  12955. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  12956. sd->spiritball_old = require.spiritball = sd->spiritball;
  12957. else
  12958. sd->spiritball_old = require.spiritball;
  12959. break;
  12960. case MO_CHAINCOMBO:
  12961. if(!sc)
  12962. return false;
  12963. if(sc->data[SC_BLADESTOP])
  12964. break;
  12965. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  12966. break;
  12967. return false;
  12968. case MO_COMBOFINISH:
  12969. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  12970. return false;
  12971. break;
  12972. case CH_TIGERFIST:
  12973. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  12974. return false;
  12975. break;
  12976. case CH_CHAINCRUSH:
  12977. if(!(sc && sc->data[SC_COMBO]))
  12978. return false;
  12979. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  12980. return false;
  12981. break;
  12982. case MO_EXTREMITYFIST:
  12983. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  12984. // return false;
  12985. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  12986. break;
  12987. if( sc && sc->data[SC_COMBO] ) {
  12988. switch(sc->data[SC_COMBO]->val1) {
  12989. case MO_COMBOFINISH:
  12990. case CH_TIGERFIST:
  12991. case CH_CHAINCRUSH:
  12992. break;
  12993. default:
  12994. return false;
  12995. }
  12996. }
  12997. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  12998. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12999. return false;
  13000. }
  13001. break;
  13002. case TK_MISSION:
  13003. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13004. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13005. return false;
  13006. }
  13007. break;
  13008. case TK_READYCOUNTER:
  13009. case TK_READYDOWN:
  13010. case TK_READYSTORM:
  13011. case TK_READYTURN:
  13012. case TK_JUMPKICK:
  13013. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13014. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13015. return false;
  13016. }
  13017. break;
  13018. case TK_TURNKICK:
  13019. case TK_STORMKICK:
  13020. case TK_DOWNKICK:
  13021. case TK_COUNTER:
  13022. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13023. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13024. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13025. return false; //Combo needs to be ready
  13026. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13027. //Do not repeat a kick.
  13028. if (sc->data[SC_COMBO]->val3 != skill_id)
  13029. break;
  13030. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13031. return false;
  13032. }
  13033. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13034. unit_cancel_combo(&sd->bl);
  13035. return false;
  13036. }
  13037. break; //Combo ready.
  13038. case BD_ADAPTATION:
  13039. {
  13040. int time;
  13041. if(!(sc && sc->data[SC_DANCING])) {
  13042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13043. return false;
  13044. }
  13045. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13046. if (skill_get_time(
  13047. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13048. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13049. - time < skill_get_time2(skill_id,skill_lv))
  13050. {
  13051. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13052. return false;
  13053. }
  13054. }
  13055. break;
  13056. case PR_BENEDICTIO:
  13057. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13058. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13059. return false;
  13060. }
  13061. break;
  13062. case SL_SMA:
  13063. if(!(sc && sc->data[SC_SMA]))
  13064. return false;
  13065. break;
  13066. case HT_POWER:
  13067. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13068. return false;
  13069. break;
  13070. case CG_HERMODE:
  13071. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13073. return false;
  13074. }
  13075. break;
  13076. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13077. {
  13078. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13079. int size = range*2+1;
  13080. for (s=0;s<size*size;s++) {
  13081. int x = sd->bl.x+(s%size-range);
  13082. int y = sd->bl.y+(s/size-range);
  13083. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13084. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13085. return false;
  13086. }
  13087. }
  13088. }
  13089. break;
  13090. case PR_REDEMPTIO:
  13091. {
  13092. int exp;
  13093. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13094. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13095. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13096. return false;
  13097. }
  13098. break;
  13099. }
  13100. case HP_BASILICA:
  13101. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13102. if( sd ) {
  13103. // When castbegin, needs 7x7 clear area
  13104. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13105. int size = range*2+1;
  13106. for( s=0;s<size*size;s++ ) {
  13107. int x = sd->bl.x+(s%size-range);
  13108. int y = sd->bl.y+(s/size-range);
  13109. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13110. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13111. return false;
  13112. }
  13113. }
  13114. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13115. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13116. return false;
  13117. }
  13118. }
  13119. }
  13120. break;
  13121. case AM_TWILIGHT2:
  13122. case AM_TWILIGHT3:
  13123. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13124. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13125. return false;
  13126. }
  13127. break;
  13128. case SG_SUN_WARM:
  13129. case SG_MOON_WARM:
  13130. case SG_STAR_WARM:
  13131. if (sc && sc->data[SC_MIRACLE])
  13132. break;
  13133. i = skill_id-SG_SUN_WARM;
  13134. if (sd->bl.m == sd->feel_map[i].m)
  13135. break;
  13136. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13137. return false;
  13138. break;
  13139. case SG_SUN_COMFORT:
  13140. case SG_MOON_COMFORT:
  13141. case SG_STAR_COMFORT:
  13142. if (sc && sc->data[SC_MIRACLE])
  13143. break;
  13144. i = skill_id-SG_SUN_COMFORT;
  13145. if (sd->bl.m == sd->feel_map[i].m &&
  13146. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13147. break;
  13148. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13149. return false;
  13150. case SG_FUSION:
  13151. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13152. break;
  13153. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13154. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13155. if( require.sp > 0 ) {
  13156. if (status->sp < (unsigned int)require.sp)
  13157. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13158. else
  13159. status_zap(&sd->bl, 0, require.sp);
  13160. }
  13161. return false;
  13162. case GD_BATTLEORDER:
  13163. case GD_REGENERATION:
  13164. case GD_RESTORE:
  13165. if (!map_flag_gvg2(sd->bl.m)) {
  13166. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13167. return false;
  13168. }
  13169. case GD_EMERGENCYCALL:
  13170. case GD_ITEMEMERGENCYCALL:
  13171. // other checks were already done in skill_isNotOk()
  13172. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13173. return false;
  13174. break;
  13175. case GS_GLITTERING:
  13176. if(sd->spiritball >= 10) {
  13177. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13178. return false;
  13179. }
  13180. break;
  13181. case NJ_ISSEN:
  13182. #ifdef RENEWAL
  13183. if (status->hp < (status->hp/100)) {
  13184. #else
  13185. if (status->hp < 2) {
  13186. #endif
  13187. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13188. return false;
  13189. }
  13190. case NJ_BUNSINJYUTSU:
  13191. if (!(sc && sc->data[SC_NEN])) {
  13192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13193. return false;
  13194. }
  13195. break;
  13196. case NJ_ZENYNAGE:
  13197. case KO_MUCHANAGE:
  13198. if(sd->status.zeny < require.zeny) {
  13199. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13200. return false;
  13201. }
  13202. break;
  13203. case PF_HPCONVERSION:
  13204. if (status->sp == status->max_sp)
  13205. return false; //Unusable when at full SP.
  13206. break;
  13207. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13208. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13209. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13210. return false;
  13211. }
  13212. break;
  13213. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13214. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13215. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13216. return false;
  13217. }
  13218. break;
  13219. case AB_ANCILLA: {
  13220. int count = 0;
  13221. for( i = 0; i < MAX_INVENTORY; i++ )
  13222. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13223. count += sd->status.inventory[i].amount;
  13224. if( count >= 3 ) {
  13225. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13226. return false;
  13227. }
  13228. }
  13229. break;
  13230. /**
  13231. * Keeping as a note:
  13232. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13233. */
  13234. //case AB_LAUDAAGNUS:
  13235. //case AB_LAUDARAMUS:
  13236. // if( !sd->status.party_id ) {
  13237. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13238. // return false;
  13239. // }
  13240. // break;
  13241. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13242. case WL_COMET:
  13243. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13244. && sd->special_state.no_gemstone == 0
  13245. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13246. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13248. return false;
  13249. }
  13250. break;
  13251. case WL_SUMMONFB:
  13252. case WL_SUMMONBL:
  13253. case WL_SUMMONWB:
  13254. case WL_SUMMONSTONE:
  13255. if( sc ) {
  13256. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13257. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13258. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13259. return false;
  13260. }
  13261. }
  13262. break;
  13263. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13264. if( sc ) {
  13265. int j = 0;
  13266. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13267. if( sc->data[i] ) {
  13268. j++;
  13269. }
  13270. if( j < 4 ) { // Need 4 spheres minimum
  13271. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13272. return false;
  13273. }
  13274. }
  13275. else { // no status at all? no spheres present
  13276. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13277. return false;
  13278. }
  13279. break;
  13280. case GC_HALLUCINATIONWALK:
  13281. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13282. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13283. return false;
  13284. }
  13285. break;
  13286. case GC_COUNTERSLASH:
  13287. case GC_WEAPONCRUSH:
  13288. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13289. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13290. return false;
  13291. }
  13292. break;
  13293. case RA_WUGMASTERY:
  13294. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13296. return false;
  13297. }
  13298. break;
  13299. case RA_WUGSTRIKE:
  13300. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13302. return false;
  13303. }
  13304. break;
  13305. case RA_WUGRIDER:
  13306. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13308. return false;
  13309. }
  13310. break;
  13311. case RA_WUGDASH:
  13312. if(!pc_isridingwug(sd)) {
  13313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13314. return false;
  13315. }
  13316. break;
  13317. case LG_BANDING:
  13318. if( sc && sc->data[SC_INSPIRATION] ) {
  13319. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13320. return false;
  13321. }
  13322. break;
  13323. case LG_PRESTIGE:
  13324. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13325. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13326. return false;
  13327. }
  13328. break;
  13329. case LG_RAGEBURST:
  13330. if( sd->spiritball == 0 ) {
  13331. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13332. return false;
  13333. }
  13334. sd->spiritball_old = require.spiritball = sd->spiritball;
  13335. break;
  13336. case LG_SHIELDSPELL: {
  13337. short index = sd->equip_index[EQI_HAND_L];
  13338. struct item_data *shield_data = NULL;
  13339. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13340. shield_data = sd->inventory_data[index];
  13341. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  13342. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13343. break;
  13344. }
  13345. }
  13346. break;
  13347. case LG_RAYOFGENESIS:
  13348. if( sc && sc->data[SC_INSPIRATION] )
  13349. return true; // Don't check for partner.
  13350. if( !(sc && sc->data[SC_BANDING]) ) {
  13351. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13352. return false;
  13353. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  13354. return false; // Just fails, no msg here.
  13355. break;
  13356. case LG_HESPERUSLIT:
  13357. if( sc && sc->data[SC_INSPIRATION] )
  13358. return true;
  13359. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3 ) {
  13360. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13361. return false;
  13362. }
  13363. break;
  13364. case SR_FALLENEMPIRE:
  13365. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13366. return false;
  13367. break;
  13368. case SR_CRESCENTELBOW:
  13369. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13370. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13371. return false;
  13372. }
  13373. break;
  13374. case SR_CURSEDCIRCLE:
  13375. if (map_flag_gvg(sd->bl.m)) {
  13376. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13377. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  13378. char output[128];
  13379. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13380. clif_colormes(sd,color_table[COLOR_RED], output);
  13381. return false;
  13382. }
  13383. }
  13384. if( sd->spiritball > 0 )
  13385. sd->spiritball_old = require.spiritball = sd->spiritball;
  13386. else {
  13387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13388. return false;
  13389. }
  13390. break;
  13391. case SR_GATEOFHELL:
  13392. if( sd->spiritball > 0 )
  13393. sd->spiritball_old = require.spiritball;
  13394. break;
  13395. case SC_MANHOLE:
  13396. case SC_DIMENSIONDOOR:
  13397. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13398. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13399. return false;
  13400. }
  13401. break;
  13402. case SC_FEINTBOMB:
  13403. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13404. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13405. return false;
  13406. }
  13407. break;
  13408. case WM_GREAT_ECHO: {
  13409. int count;
  13410. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13411. if( count < 1 ) {
  13412. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13413. return false;
  13414. } else
  13415. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13416. }
  13417. break;
  13418. case SO_FIREWALK:
  13419. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13420. if( sc && sc->data[SC_PROPERTYWALK] &&
  13421. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13422. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13423. return false;
  13424. }
  13425. break;
  13426. case SO_EL_CONTROL:
  13427. if( !sd->status.ele_id || !sd->ed ) {
  13428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13429. return false;
  13430. }
  13431. break;
  13432. case RETURN_TO_ELDICASTES:
  13433. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13435. return false;
  13436. }
  13437. break;
  13438. case LG_REFLECTDAMAGE:
  13439. case CR_REFLECTSHIELD:
  13440. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  13441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13442. return false;
  13443. }
  13444. break;
  13445. case KO_KAHU_ENTEN:
  13446. case KO_HYOUHU_HUBUKI:
  13447. case KO_KAZEHU_SEIRAN:
  13448. case KO_DOHU_KOUKAI:
  13449. {
  13450. int ttype = skill_get_ele(skill_id, skill_lv);
  13451. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  13452. if( sd->talisman[ttype] >= 10 ) {
  13453. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13454. return false;
  13455. }
  13456. }
  13457. break;
  13458. case KO_KAIHOU:
  13459. case KO_ZENKAI:
  13460. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  13461. if( i > 4 ) {
  13462. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13463. return false;
  13464. }
  13465. break;
  13466. case KO_JYUMONJIKIRI:
  13467. if (sd->status.shield && !sd->weapontype2 && (sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD))
  13468. return true; // Wearing Shield + Dagger/Sword, other non-shield weapon checks are later
  13469. break;
  13470. }
  13471. /* check state required */
  13472. switch (require.state) {
  13473. case ST_HIDDEN:
  13474. if(!pc_ishiding(sd)) {
  13475. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13476. return false;
  13477. }
  13478. break;
  13479. case ST_RIDING:
  13480. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13482. return false;
  13483. }
  13484. break;
  13485. case ST_FALCON:
  13486. if(!pc_isfalcon(sd)) {
  13487. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13488. return false;
  13489. }
  13490. break;
  13491. case ST_CART:
  13492. if(!pc_iscarton(sd)) {
  13493. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13494. return false;
  13495. }
  13496. break;
  13497. case ST_SHIELD:
  13498. if(sd->status.shield <= 0) {
  13499. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13500. return false;
  13501. }
  13502. break;
  13503. case ST_RECOV_WEIGHT_RATE:
  13504. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13505. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13506. return false;
  13507. }
  13508. break;
  13509. case ST_MOVE_ENABLE:
  13510. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13511. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13512. if (!unit_can_move(&sd->bl)) {
  13513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13514. return false;
  13515. }
  13516. break;
  13517. case ST_WATER:
  13518. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13519. break;
  13520. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13521. break;
  13522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13523. return false;
  13524. case ST_RIDINGDRAGON:
  13525. if( !pc_isridingdragon(sd) ) {
  13526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13527. return false;
  13528. }
  13529. break;
  13530. case ST_WUG:
  13531. if( !pc_iswug(sd) ) {
  13532. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13533. return false;
  13534. }
  13535. break;
  13536. case ST_RIDINGWUG:
  13537. if( !pc_isridingwug(sd) ) {
  13538. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13539. return false;
  13540. }
  13541. break;
  13542. case ST_MADO:
  13543. if( !pc_ismadogear(sd) ) {
  13544. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13545. return false;
  13546. }
  13547. break;
  13548. case ST_ELEMENTALSPIRIT:
  13549. if(!sd->ed) {
  13550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13551. return false;
  13552. }
  13553. break;
  13554. case ST_PECO:
  13555. if(!pc_isriding(sd)) {
  13556. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13557. return false;
  13558. }
  13559. break;
  13560. }
  13561. /* check the status required */
  13562. if (require.status_count) {
  13563. switch (skill_id) {
  13564. // Being checked later in skill_check_condition_castend()
  13565. case WZ_SIGHTRASHER:
  13566. break;
  13567. default:
  13568. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13569. return false;
  13570. break;
  13571. }
  13572. }
  13573. //check if equipped item
  13574. if (require.eqItem_count) {
  13575. for (i = 0; i < require.eqItem_count; i++) {
  13576. uint16 reqeqit = require.eqItem[i];
  13577. if (!reqeqit)
  13578. break; //no more required item get out of here
  13579. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13580. char output[CHAT_SIZE_MAX];
  13581. //Official use msgstringtable.txt for each skill failure
  13582. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13583. clif_colormes(sd,color_table[COLOR_RED],output);
  13584. return false;
  13585. }
  13586. }
  13587. }
  13588. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13589. //mhp is the max-hp-requirement, that is,
  13590. //you must have this % or less of HP to cast it.
  13591. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13592. return false;
  13593. }
  13594. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13596. return false;
  13597. }
  13598. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13599. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13600. return false;
  13601. }
  13602. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13603. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13604. return false;
  13605. }
  13606. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13607. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13609. return false;
  13610. }
  13611. return true;
  13612. }
  13613. /**
  13614. * Check skill condition when cast end.
  13615. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13616. * @param sd Player who uses skill
  13617. * @param skill_id ID of used skill
  13618. * @param skill_lv Level of used skill
  13619. * @return true: All condition passed, false: Failed
  13620. */
  13621. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13622. {
  13623. struct skill_condition require;
  13624. struct status_data *status;
  13625. int i;
  13626. short index[MAX_SKILL_ITEM_REQUIRE];
  13627. nullpo_retr(false,sd);
  13628. if( sd->chatID )
  13629. return false;
  13630. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13631. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13632. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13633. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13634. return true;
  13635. }
  13636. switch( sd->menuskill_id ) { // Cast start or cast end??
  13637. case AM_PHARMACY:
  13638. switch( skill_id ) {
  13639. case AM_PHARMACY:
  13640. case AC_MAKINGARROW:
  13641. case BS_REPAIRWEAPON:
  13642. case AM_TWILIGHT1:
  13643. case AM_TWILIGHT2:
  13644. case AM_TWILIGHT3:
  13645. return false;
  13646. }
  13647. break;
  13648. case GN_MIX_COOKING:
  13649. case GN_MAKEBOMB:
  13650. case GN_S_PHARMACY:
  13651. case GN_CHANGEMATERIAL:
  13652. if( sd->menuskill_id != skill_id )
  13653. return false;
  13654. break;
  13655. }
  13656. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13657. return true;
  13658. if( pc_is90overweight(sd) ) {
  13659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13660. return false;
  13661. }
  13662. // perform skill-specific checks (and actions)
  13663. switch( skill_id ) {
  13664. case PR_BENEDICTIO:
  13665. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13666. break;
  13667. case AM_CANNIBALIZE:
  13668. case AM_SPHEREMINE: {
  13669. int c=0;
  13670. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13671. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13672. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13673. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13674. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13675. if(c >= maxcount ||
  13676. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13677. { //Fails when: exceed max limit. There are other plant types already out.
  13678. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13679. return false;
  13680. }
  13681. }
  13682. break;
  13683. }
  13684. case NC_SILVERSNIPER:
  13685. case NC_MAGICDECOY: {
  13686. int c = 0;
  13687. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13688. int mob_class = MOBID_SILVERSNIPER;
  13689. if( skill_id == NC_MAGICDECOY )
  13690. mob_class = MOBID_MAGICDECOY_FIRE;
  13691. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13692. if( skill_id == NC_MAGICDECOY ) {
  13693. int j;
  13694. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13695. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13696. } else
  13697. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13698. if( c >= maxcount ) {
  13699. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13700. return false;
  13701. }
  13702. }
  13703. }
  13704. break;
  13705. case KO_ZANZOU: {
  13706. int c = 0;
  13707. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  13708. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  13709. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13710. return false;
  13711. }
  13712. }
  13713. break;
  13714. }
  13715. status = &sd->battle_status;
  13716. require = skill_get_requirement(sd,skill_id,skill_lv);
  13717. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13718. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13719. return false;
  13720. }
  13721. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13722. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13723. return false;
  13724. }
  13725. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13726. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13727. clif_arrow_fail(sd,0);
  13728. return false;
  13729. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13730. char e_msg[100];
  13731. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13732. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13733. return false;
  13734. }
  13735. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13736. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13737. return false;
  13738. }
  13739. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13740. skill_get_desc(skill_id),
  13741. require.ammo_qty,
  13742. itemdb_jname(sd->status.inventory[i].nameid));
  13743. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13744. return false;
  13745. }
  13746. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13747. //which is the closest we have to wrong ammo type. [Skotlex]
  13748. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13749. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13750. return false;
  13751. }
  13752. }
  13753. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13754. if( !require.itemid[i] )
  13755. continue;
  13756. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13757. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13758. if( require.itemid[i] == ITEMID_HOLY_WATER )
  13759. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  13760. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  13762. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13763. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  13764. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  13765. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  13766. else if( require.itemid[i] == ITEMID_ANCILLA )
  13767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  13768. else {
  13769. char output[CHAT_SIZE_MAX];
  13770. //Official is using msgstringtable.txt for each requirement failure
  13771. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13772. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  13773. clif_colormes(sd,color_table[COLOR_RED],output);
  13774. }
  13775. return false;
  13776. }
  13777. }
  13778. /* check the status required */
  13779. if (require.status_count) {
  13780. switch (skill_id) {
  13781. case WZ_SIGHTRASHER:
  13782. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13783. return false;
  13784. break;
  13785. default:
  13786. break;
  13787. }
  13788. }
  13789. return true;
  13790. }
  13791. /** Consume skill requirement
  13792. * @param sd Player who uses the skill
  13793. * @param skill_id ID of used skill
  13794. * @param skill_lv Level of used skill
  13795. * @param type Consume type
  13796. * type&1: consume the others (before skill was used);
  13797. * type&2: consume items (after skill was used)
  13798. */
  13799. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13800. {
  13801. struct skill_condition require;
  13802. nullpo_retv(sd);
  13803. require = skill_get_requirement(sd,skill_id,skill_lv);
  13804. if( type&1 ) {
  13805. switch( skill_id ) {
  13806. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13807. case MC_IDENTIFY:
  13808. require.sp = 0;
  13809. break;
  13810. case GS_DESPERADO:
  13811. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13812. require.sp = 0;
  13813. break;
  13814. case MO_KITRANSLATION:
  13815. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  13816. require.spiritball = 0;
  13817. //Fall through
  13818. default:
  13819. if(sd->state.autocast)
  13820. require.sp = 0;
  13821. break;
  13822. }
  13823. if(require.hp || require.sp)
  13824. status_zap(&sd->bl, require.hp, require.sp);
  13825. if(require.spiritball > 0)
  13826. pc_delspiritball(sd,require.spiritball,0);
  13827. else if(require.spiritball == -1) {
  13828. sd->spiritball_old = sd->spiritball;
  13829. pc_delspiritball(sd,sd->spiritball,0);
  13830. }
  13831. if(require.zeny > 0)
  13832. {
  13833. if( skill_id == NJ_ZENYNAGE )
  13834. require.zeny = 0; //Zeny is reduced on skill_attack.
  13835. if( sd->status.zeny < require.zeny )
  13836. require.zeny = sd->status.zeny;
  13837. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  13838. }
  13839. }
  13840. if( type&2 ) {
  13841. struct status_change *sc = &sd->sc;
  13842. int n,i;
  13843. if( !sc->count )
  13844. sc = NULL;
  13845. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13846. {
  13847. if( !require.itemid[i] )
  13848. continue;
  13849. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13850. continue; //Gemstones are checked, but not substracted from inventory.
  13851. switch( skill_id ){
  13852. case SA_SEISMICWEAPON:
  13853. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13854. continue;
  13855. break;
  13856. case SA_FLAMELAUNCHER:
  13857. case SA_VOLCANO:
  13858. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13859. continue;
  13860. break;
  13861. case SA_FROSTWEAPON:
  13862. case SA_DELUGE:
  13863. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13864. continue;
  13865. break;
  13866. case SA_LIGHTNINGLOADER:
  13867. case SA_VIOLENTGALE:
  13868. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13869. continue;
  13870. break;
  13871. }
  13872. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  13873. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  13874. }
  13875. }
  13876. }
  13877. /**
  13878. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13879. * @param sd Player's that will be checked
  13880. * @param skill_id Skill that's being used
  13881. * @param skill_lv Skill level of used skill
  13882. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13883. */
  13884. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13885. {
  13886. struct skill_condition req;
  13887. struct status_data *status;
  13888. struct status_change *sc;
  13889. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13890. uint16 idx;
  13891. bool level_dependent = false;
  13892. memset(&req,0,sizeof(req));
  13893. if( !sd )
  13894. return req;
  13895. if( sd->skillitem == skill_id )
  13896. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  13897. sc = &sd->sc;
  13898. if( !sc->count )
  13899. sc = NULL;
  13900. //Checks if disabling skill - in which case no SP requirements are necessary
  13901. if( sc && skill_disable_check(sc,skill_id) )
  13902. return req;
  13903. idx = skill_get_index(skill_id);
  13904. if( idx == 0 ) // invalid skill id
  13905. return req;
  13906. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  13907. return req;
  13908. status = &sd->battle_status;
  13909. req.hp = skill_db[idx].require.hp[skill_lv-1];
  13910. hp_rate = skill_db[idx].require.hp_rate[skill_lv-1];
  13911. if(hp_rate > 0)
  13912. req.hp += (status->hp * hp_rate)/100;
  13913. else
  13914. req.hp += (status->max_hp * (-hp_rate))/100;
  13915. req.sp = skill_db[idx].require.sp[skill_lv-1];
  13916. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  13917. req.sp /= 2;
  13918. sp_rate = skill_db[idx].require.sp_rate[skill_lv-1];
  13919. if(sp_rate > 0)
  13920. req.sp += (status->sp * sp_rate)/100;
  13921. else
  13922. req.sp += (status->max_sp * (-sp_rate))/100;
  13923. if( sd->dsprate != 100 )
  13924. req.sp = req.sp * sd->dsprate / 100;
  13925. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  13926. if( i < ARRAYLENGTH(sd->skillusesprate) )
  13927. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  13928. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  13929. if( i < ARRAYLENGTH(sd->skillusesp) )
  13930. req.sp -= sd->skillusesp[i].val;
  13931. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  13932. if( sc ) {
  13933. if( sc->data[SC__LAZINESS] )
  13934. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  13935. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  13936. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  13937. if( sc->data[SC_RECOGNIZEDSPELL] )
  13938. req.sp += req.sp / 4;
  13939. if( sc->data[SC_OFFERTORIUM])
  13940. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  13941. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  13942. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  13943. }
  13944. req.zeny = skill_db[idx].require.zeny[skill_lv-1];
  13945. if( sc && sc->data[SC__UNLUCKY] ) {
  13946. if(sc->data[SC__UNLUCKY]->val1 < 3)
  13947. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  13948. else
  13949. req.zeny += 1000;
  13950. }
  13951. req.spiritball = skill_db[idx].require.spiritball[skill_lv-1];
  13952. req.state = skill_db[idx].require.state;
  13953. req.mhp = skill_db[idx].require.mhp[skill_lv-1];
  13954. req.weapon = skill_db[idx].require.weapon;
  13955. req.ammo_qty = skill_db[idx].require.ammo_qty[skill_lv-1];
  13956. if (req.ammo_qty)
  13957. req.ammo = skill_db[idx].require.ammo;
  13958. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  13959. { //Assume this skill is using the weapon, therefore it requires arrows.
  13960. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  13961. req.ammo_qty = 1;
  13962. }
  13963. req.status_count = skill_db[idx].require.status_count;
  13964. req.status = skill_db[idx].require.status;
  13965. req.eqItem_count = skill_db[idx].require.eqItem_count;
  13966. req.eqItem = skill_db[idx].require.eqItem;
  13967. switch( skill_id ) {
  13968. /* Skill level-dependent checks */
  13969. case NC_SHAPESHIFT:
  13970. case NC_REPAIR:
  13971. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  13972. req.itemid[1] = skill_db[idx].require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  13973. req.amount[1] = skill_db[idx].require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  13974. case GN_FIRE_EXPANSION:
  13975. case SO_SUMMON_AGNI:
  13976. case SO_SUMMON_AQUA:
  13977. case SO_SUMMON_VENTUS:
  13978. case SO_SUMMON_TERA:
  13979. case SO_WATER_INSIGNIA:
  13980. case SO_FIRE_INSIGNIA:
  13981. case SO_WIND_INSIGNIA:
  13982. case SO_EARTH_INSIGNIA:
  13983. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  13984. req.itemid[0] = skill_db[idx].require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  13985. req.amount[0] = skill_db[idx].require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  13986. level_dependent = true;
  13987. /* Normal skill requirements and gemstone checks */
  13988. default:
  13989. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  13990. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  13991. if (!level_dependent) {
  13992. switch( skill_id ) {
  13993. case AM_POTIONPITCHER:
  13994. case CR_SLIMPITCHER:
  13995. case CR_CULTIVATION:
  13996. if (i != skill_lv%11 - 1)
  13997. continue;
  13998. break;
  13999. case AM_CALLHOMUN:
  14000. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14001. continue;
  14002. break;
  14003. case AB_ADORAMUS:
  14004. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14005. continue;
  14006. break;
  14007. case WL_COMET:
  14008. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14009. continue;
  14010. break;
  14011. }
  14012. req.itemid[i] = skill_db[idx].require.itemid[i];
  14013. req.amount[i] = skill_db[idx].require.amount[i];
  14014. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  14015. int16 itIndex;
  14016. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  14017. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14018. req.amount[i] = 1;
  14019. }
  14020. break;
  14021. }
  14022. }
  14023. // Check requirement for gemstone.
  14024. if (itemid_isgemstone(req.itemid[i])) {
  14025. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14026. req.itemid[i] = req.amount[i] = 0;
  14027. else {
  14028. if( sd->special_state.no_gemstone )
  14029. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14030. if( skill_id != SA_ABRACADABRA )
  14031. req.itemid[i] = req.amount[i] = 0;
  14032. else if( --req.amount[i] < 1 )
  14033. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14034. }
  14035. if(sc && sc->data[SC_INTOABYSS])
  14036. {
  14037. if( skill_id != SA_ABRACADABRA )
  14038. req.itemid[i] = req.amount[i] = 0;
  14039. else if( --req.amount[i] < 1 )
  14040. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14041. }
  14042. }
  14043. }
  14044. }
  14045. break;
  14046. }
  14047. // Check for cost reductions due to skills & SCs
  14048. switch(skill_id) {
  14049. case MC_MAMMONITE:
  14050. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14051. req.zeny -= req.zeny*10/100;
  14052. break;
  14053. case AL_HOLYLIGHT:
  14054. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14055. req.sp *= 5;
  14056. break;
  14057. case SL_SMA:
  14058. case SL_STUN:
  14059. case SL_STIN:
  14060. {
  14061. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14062. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14063. break;
  14064. if(sd->status.base_level>=90)
  14065. req.sp -= req.sp*7*kaina_lv/100;
  14066. else if(sd->status.base_level>=80)
  14067. req.sp -= req.sp*5*kaina_lv/100;
  14068. else if(sd->status.base_level>=70)
  14069. req.sp -= req.sp*3*kaina_lv/100;
  14070. }
  14071. break;
  14072. case MO_CHAINCOMBO:
  14073. case MO_COMBOFINISH:
  14074. case CH_TIGERFIST:
  14075. case CH_CHAINCRUSH:
  14076. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14077. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14078. break;
  14079. case MO_BODYRELOCATION:
  14080. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14081. req.spiritball = 0;
  14082. break;
  14083. case MO_EXTREMITYFIST:
  14084. if( sc ) {
  14085. if( sc->data[SC_BLADESTOP] )
  14086. req.spiritball--;
  14087. else if( sc->data[SC_COMBO] ) {
  14088. switch( sc->data[SC_COMBO]->val1 ) {
  14089. case MO_COMBOFINISH:
  14090. req.spiritball = 4;
  14091. break;
  14092. case CH_TIGERFIST:
  14093. req.spiritball = 3;
  14094. break;
  14095. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14096. req.spiritball = sd->spiritball?sd->spiritball:1;
  14097. break;
  14098. }
  14099. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14100. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14101. }
  14102. break;
  14103. case SR_RAMPAGEBLASTER:
  14104. req.spiritball = sd->spiritball?sd->spiritball:15;
  14105. break;
  14106. case LG_RAGEBURST:
  14107. req.spiritball = sd->spiritball?sd->spiritball:1;
  14108. break;
  14109. case SR_GATEOFHELL:
  14110. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14111. req.sp -= req.sp * 10 / 100;
  14112. break;
  14113. case SO_SUMMON_AGNI:
  14114. case SO_SUMMON_AQUA:
  14115. case SO_SUMMON_VENTUS:
  14116. case SO_SUMMON_TERA: {
  14117. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14118. if( spirit_sympathy )
  14119. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14120. }
  14121. break;
  14122. case SO_PSYCHIC_WAVE:
  14123. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14124. req.sp += req.sp / 2; // 1.5x SP cost
  14125. break;
  14126. }
  14127. //Check if player is using the copied skill [Cydh]
  14128. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14129. uint16 req_opt = skill_db[idx].copyable.req_opt;
  14130. if (req_opt&0x0001) req.hp = 0;
  14131. if (req_opt&0x0002) req.mhp = 0;
  14132. if (req_opt&0x0004) req.sp = 0;
  14133. if (req_opt&0x0008) req.hp_rate = 0;
  14134. if (req_opt&0x0010) req.sp_rate = 0;
  14135. if (req_opt&0x0020) req.zeny = 0;
  14136. if (req_opt&0x0040) req.weapon = 0;
  14137. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14138. if (req_opt&0x0100) req.state = ST_NONE;
  14139. if (req_opt&0x0200) req.status_count = 0;
  14140. if (req_opt&0x0400) req.spiritball = 0;
  14141. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14142. if (req_opt&0x1000) req.eqItem_count = 0;
  14143. }
  14144. return req;
  14145. }
  14146. /*==========================================
  14147. * Does cast-time reductions based on dex, item bonuses and config setting
  14148. *------------------------------------------*/
  14149. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14150. int time = skill_get_cast(skill_id, skill_lv);
  14151. nullpo_ret(bl);
  14152. #ifndef RENEWAL_CAST
  14153. {
  14154. struct map_session_data *sd;
  14155. sd = BL_CAST(BL_PC, bl);
  14156. // calculate base cast time (reduced by dex)
  14157. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  14158. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14159. if( scale > 0 ) // not instant cast
  14160. time = time * scale / battle_config.castrate_dex_scale;
  14161. else
  14162. return 0; // instant cast
  14163. }
  14164. // calculate cast time reduced by item/card bonuses
  14165. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  14166. {
  14167. int i;
  14168. if( sd->castrate != 100 )
  14169. time = time * sd->castrate / 100;
  14170. for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
  14171. {
  14172. if( sd->skillcastrate[i].id == skill_id )
  14173. {
  14174. time += time * sd->skillcastrate[i].val / 100;
  14175. break;
  14176. }
  14177. }
  14178. }
  14179. }
  14180. #endif
  14181. // config cast time multiplier
  14182. if (battle_config.cast_rate != 100)
  14183. time = time * battle_config.cast_rate / 100;
  14184. // return final cast time
  14185. time = max(time, 0);
  14186. //ShowInfo("Castime castfix = %d\n",time);
  14187. return time;
  14188. }
  14189. #ifndef RENEWAL_CAST
  14190. /**
  14191. * Get the skill cast time for Pre-Re cast
  14192. * @param bl: The caster
  14193. * @param time: Cast time before Status Change addition or reduction
  14194. * @return time: Modified castime after status change addition or reduction
  14195. */
  14196. int skill_castfix_sc(struct block_list *bl, int time)
  14197. {
  14198. struct status_change *sc = status_get_sc(bl);
  14199. if( time < 0 )
  14200. return 0;
  14201. if (sc && sc->count) {
  14202. if (sc->data[SC_SLOWCAST])
  14203. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14204. if (sc->data[SC_PARALYSIS])
  14205. time += sc->data[SC_PARALYSIS]->val3;
  14206. if (sc->data[SC_SUFFRAGIUM]) {
  14207. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14208. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14209. }
  14210. if (sc->data[SC_MEMORIZE]) {
  14211. time>>=1;
  14212. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14213. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14214. }
  14215. if (sc->data[SC_POEMBRAGI])
  14216. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  14217. if (sc->data[SC_IZAYOI])
  14218. time -= time * 50 / 100;
  14219. }
  14220. time = max(time, 0);
  14221. //ShowInfo("Castime castfix_sc = %d\n",time);
  14222. return time;
  14223. }
  14224. #else
  14225. /**
  14226. * Get the skill cast time for RENEWAL_CAST.
  14227. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14228. * Additive value:
  14229. * Variable CastTime : time += value
  14230. * Fixed CastTime : fixed += value
  14231. * Multipicative value
  14232. * Variable CastTime : VARCAST_REDUCTION(value)
  14233. * Fixed CastTime : FIXEDCASTRATE2(value)
  14234. * @param bl: The caster
  14235. * @param time: Cast time without reduction
  14236. * @param skill_id: Skill ID of the casted skill
  14237. * @param skill_lv: Skill level of the casted skill
  14238. * @return time: Modified castime after status and bonus addition or reduction
  14239. */
  14240. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14241. {
  14242. struct status_change *sc = status_get_sc(bl);
  14243. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14244. int fixed = skill_get_fixed_cast(skill_id, skill_lv);
  14245. short fixcast_r = 0;
  14246. uint8 i = 0, flag = skill_get_castnodex(skill_id, skill_lv);
  14247. #define FIXEDCASTRATE2(val) ( FIXEDCASTRATE(fixcast_r,(val)) )
  14248. nullpo_ret(bl);
  14249. if( time < 0 )
  14250. return 0;
  14251. if( bl->type == BL_MOB )
  14252. return (int)time;
  14253. if( fixed < 0 || battle_config.default_fixed_castrate == 0 ) // no fixed cast time
  14254. fixed = 0;
  14255. else if( fixed == 0 ) {
  14256. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14257. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14258. }
  14259. // Additive Variable Cast bonus first
  14260. if (sd && !(flag&4)) { // item bonus
  14261. time += sd->bonus.add_varcast; // bonus bVariableCast
  14262. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++)
  14263. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  14264. time += sd->skillvarcast[i].val;
  14265. break;
  14266. }
  14267. }
  14268. /*if (sc && sc->count && !(flag&2)) { // status change
  14269. // -NONE YET-
  14270. // if (sc->data[????])
  14271. // bonus += sc->data[????]->val?;
  14272. }*/
  14273. // Adjusted by item bonuses
  14274. if (sd && !(flag&4)) {
  14275. // Additive values
  14276. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14277. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  14278. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  14279. fixed += sd->skillfixcast[i].val;
  14280. break;
  14281. }
  14282. // Multipicative values
  14283. if (sd->bonus.varcastrate != 0)
  14284. VARCAST_REDUCTION(sd->bonus.varcastrate); // bonus bVariableCastrate
  14285. if (sd->bonus.fixcastrate != 0)
  14286. FIXEDCASTRATE2(sd->bonus.fixcastrate); // bonus bFixedCastrate
  14287. for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
  14288. if( sd->skillcastrate[i].id == skill_id ){ // bonus2 bVariableCastrate
  14289. VARCAST_REDUCTION(sd->skillcastrate[i].val);
  14290. break;
  14291. }
  14292. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  14293. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  14294. FIXEDCASTRATE2(sd->skillfixcastrate[i].val);
  14295. break;
  14296. }
  14297. }
  14298. // Adjusted by active statuses
  14299. if (sc && sc->count && !(flag&2) ) {
  14300. // Multiplicative Variable CastTime values
  14301. if (sc->data[SC_SLOWCAST])
  14302. VARCAST_REDUCTION(sc->data[SC_SLOWCAST]->val2);
  14303. if (sc->data[SC__LAZINESS])
  14304. VARCAST_REDUCTION(sc->data[SC__LAZINESS]->val2);
  14305. if (sc->data[SC_SUFFRAGIUM]) {
  14306. VARCAST_REDUCTION(-sc->data[SC_SUFFRAGIUM]->val2);
  14307. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14308. }
  14309. if (sc->data[SC_MEMORIZE]) {
  14310. VARCAST_REDUCTION(-50);
  14311. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14312. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14313. }
  14314. if (sc->data[SC_POEMBRAGI])
  14315. VARCAST_REDUCTION(-sc->data[SC_POEMBRAGI]->val2);
  14316. if (sc->data[SC_IZAYOI])
  14317. VARCAST_REDUCTION(-50);
  14318. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  14319. VARCAST_REDUCTION(-30); //Reduces 30% Variable Cast Time of Water spells.
  14320. if (sc->data[SC_TELEKINESIS_INTENSE])
  14321. VARCAST_REDUCTION(-sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14322. // Multiplicative Fixed CastTime values
  14323. if (sc->data[SC_SECRAMENT])
  14324. FIXEDCASTRATE2(-sc->data[SC_SECRAMENT]->val2);
  14325. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14326. FIXEDCASTRATE2(-(5 + skill_lv * 5));
  14327. if (sc->data[SC_DANCEWITHWUG])
  14328. FIXEDCASTRATE2(-sc->data[SC_DANCEWITHWUG]->val4);
  14329. if (sc->data[SC_HEAT_BARREL])
  14330. FIXEDCASTRATE2(-sc->data[SC_HEAT_BARREL]->val2);
  14331. // Additive Fixed CastTime values
  14332. if (sc->data[SC_MANDRAGORA])
  14333. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  14334. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14335. fixed -= 1000;
  14336. if (sc->data[SC_IZAYOI])
  14337. fixed = 0;
  14338. }
  14339. // Apply Variable CastTime calculation by INT & DEX
  14340. if (!(flag&1))
  14341. time = time * (1 - sqrt(((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14342. // Apply Fixed CastTime rate
  14343. if (fixed != 0 && fixcast_r != 0)
  14344. fixed = (int)(fixed * (1 + fixcast_r * 0.01));
  14345. #undef FIXEDCASTRATE2
  14346. return (int)max(time + fixed, 0);
  14347. }
  14348. #endif
  14349. /*==========================================
  14350. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14351. *------------------------------------------*/
  14352. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14353. {
  14354. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  14355. int time = skill_get_delay(skill_id, skill_lv);
  14356. struct map_session_data *sd;
  14357. struct status_change *sc = status_get_sc(bl);
  14358. nullpo_ret(bl);
  14359. sd = BL_CAST(BL_PC, bl);
  14360. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14361. return 0; //Will use picked skill's delay.
  14362. if (bl->type&battle_config.no_skill_delay)
  14363. return battle_config.min_skill_delay_limit;
  14364. if (time < 0)
  14365. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14366. // Delay reductions
  14367. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14368. case MO_TRIPLEATTACK:
  14369. case MO_CHAINCOMBO:
  14370. case MO_COMBOFINISH:
  14371. case CH_TIGERFIST:
  14372. case CH_CHAINCRUSH:
  14373. case SR_DRAGONCOMBO:
  14374. case SR_FALLENEMPIRE:
  14375. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14376. if (time == 0)
  14377. time = 1000;
  14378. time -= (4*status_get_agi(bl) + 2*status_get_dex(bl));
  14379. break;
  14380. case HP_BASILICA:
  14381. if( sc && !sc->data[SC_BASILICA] )
  14382. time = 0; // There is no Delay on Basilica creation, only on cancel
  14383. break;
  14384. default:
  14385. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  14386. { // if skill delay is allowed to be reduced by dex
  14387. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14388. if (scale > 0)
  14389. time = time * scale / battle_config.castrate_dex_scale;
  14390. else //To be capped later to minimum.
  14391. time = 0;
  14392. }
  14393. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  14394. { // if skill delay is allowed to be reduced by agi
  14395. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14396. if (scale > 0)
  14397. time = time * scale / battle_config.castrate_dex_scale;
  14398. else //To be capped later to minimum.
  14399. time = 0;
  14400. }
  14401. }
  14402. if ( sc && sc->data[SC_SPIRIT] ) {
  14403. switch (skill_id) {
  14404. case CR_SHIELDBOOMERANG:
  14405. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14406. time /= 2;
  14407. break;
  14408. case AS_SONICBLOW:
  14409. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14410. time /= 2;
  14411. break;
  14412. }
  14413. }
  14414. if (!(delaynodex&2))
  14415. {
  14416. if (sc && sc->count) {
  14417. if (sc->data[SC_POEMBRAGI])
  14418. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14419. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  14420. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14421. }
  14422. }
  14423. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  14424. time = time * sd->delayrate / 100;
  14425. if (battle_config.delay_rate != 100)
  14426. time = time * battle_config.delay_rate / 100;
  14427. //min delay
  14428. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14429. time = max(time, battle_config.min_skill_delay_limit);
  14430. //ShowInfo("Delay delayfix = %d\n",time);
  14431. return time;
  14432. }
  14433. /*=========================================
  14434. *
  14435. *-----------------------------------------*/
  14436. struct square {
  14437. int val1[5];
  14438. int val2[5];
  14439. };
  14440. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14441. {
  14442. nullpo_retv(tc);
  14443. if(dir == 0){
  14444. tc->val1[0]=x-2;
  14445. tc->val1[1]=x-1;
  14446. tc->val1[2]=x;
  14447. tc->val1[3]=x+1;
  14448. tc->val1[4]=x+2;
  14449. tc->val2[0]=
  14450. tc->val2[1]=
  14451. tc->val2[2]=
  14452. tc->val2[3]=
  14453. tc->val2[4]=y-1;
  14454. }
  14455. else if(dir==2){
  14456. tc->val1[0]=
  14457. tc->val1[1]=
  14458. tc->val1[2]=
  14459. tc->val1[3]=
  14460. tc->val1[4]=x+1;
  14461. tc->val2[0]=y+2;
  14462. tc->val2[1]=y+1;
  14463. tc->val2[2]=y;
  14464. tc->val2[3]=y-1;
  14465. tc->val2[4]=y-2;
  14466. }
  14467. else if(dir==4){
  14468. tc->val1[0]=x-2;
  14469. tc->val1[1]=x-1;
  14470. tc->val1[2]=x;
  14471. tc->val1[3]=x+1;
  14472. tc->val1[4]=x+2;
  14473. tc->val2[0]=
  14474. tc->val2[1]=
  14475. tc->val2[2]=
  14476. tc->val2[3]=
  14477. tc->val2[4]=y+1;
  14478. }
  14479. else if(dir==6){
  14480. tc->val1[0]=
  14481. tc->val1[1]=
  14482. tc->val1[2]=
  14483. tc->val1[3]=
  14484. tc->val1[4]=x-1;
  14485. tc->val2[0]=y+2;
  14486. tc->val2[1]=y+1;
  14487. tc->val2[2]=y;
  14488. tc->val2[3]=y-1;
  14489. tc->val2[4]=y-2;
  14490. }
  14491. else if(dir==1){
  14492. tc->val1[0]=x-1;
  14493. tc->val1[1]=x;
  14494. tc->val1[2]=x+1;
  14495. tc->val1[3]=x+2;
  14496. tc->val1[4]=x+3;
  14497. tc->val2[0]=y-4;
  14498. tc->val2[1]=y-3;
  14499. tc->val2[2]=y-1;
  14500. tc->val2[3]=y;
  14501. tc->val2[4]=y+1;
  14502. }
  14503. else if(dir==3){
  14504. tc->val1[0]=x+3;
  14505. tc->val1[1]=x+2;
  14506. tc->val1[2]=x+1;
  14507. tc->val1[3]=x;
  14508. tc->val1[4]=x-1;
  14509. tc->val2[0]=y-1;
  14510. tc->val2[1]=y;
  14511. tc->val2[2]=y+1;
  14512. tc->val2[3]=y+2;
  14513. tc->val2[4]=y+3;
  14514. }
  14515. else if(dir==5){
  14516. tc->val1[0]=x+1;
  14517. tc->val1[1]=x;
  14518. tc->val1[2]=x-1;
  14519. tc->val1[3]=x-2;
  14520. tc->val1[4]=x-3;
  14521. tc->val2[0]=y+3;
  14522. tc->val2[1]=y+2;
  14523. tc->val2[2]=y+1;
  14524. tc->val2[3]=y;
  14525. tc->val2[4]=y-1;
  14526. }
  14527. else if(dir==7){
  14528. tc->val1[0]=x-3;
  14529. tc->val1[1]=x-2;
  14530. tc->val1[2]=x-1;
  14531. tc->val1[3]=x;
  14532. tc->val1[4]=x+1;
  14533. tc->val2[1]=y;
  14534. tc->val2[0]=y+1;
  14535. tc->val2[2]=y-1;
  14536. tc->val2[3]=y-2;
  14537. tc->val2[4]=y-3;
  14538. }
  14539. }
  14540. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14541. {
  14542. int c;
  14543. nullpo_retv(tc);
  14544. for( c = 0; c < 5; c++ ) {
  14545. switch( dir ) {
  14546. case 0: tc->val2[c]+=are; break;
  14547. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14548. case 2: tc->val1[c]-=are; break;
  14549. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14550. case 4: tc->val2[c]-=are; break;
  14551. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14552. case 6: tc->val1[c]+=are; break;
  14553. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14554. }
  14555. }
  14556. }
  14557. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14558. {
  14559. int c,n=4;
  14560. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14561. struct square tc;
  14562. int x=bl->x,y=bl->y;
  14563. skill_brandishspear_first(&tc,dir,x,y);
  14564. skill_brandishspear_dir(&tc,dir,4);
  14565. skill_area_temp[1] = bl->id;
  14566. if(skill_lv > 9){
  14567. for(c=1;c<4;c++){
  14568. map_foreachincell(skill_area_sub,
  14569. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14570. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14571. skill_castend_damage_id);
  14572. }
  14573. }
  14574. if(skill_lv > 6){
  14575. skill_brandishspear_dir(&tc,dir,-1);
  14576. n--;
  14577. }else{
  14578. skill_brandishspear_dir(&tc,dir,-2);
  14579. n-=2;
  14580. }
  14581. if(skill_lv > 3){
  14582. for(c=0;c<5;c++){
  14583. map_foreachincell(skill_area_sub,
  14584. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14585. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14586. skill_castend_damage_id);
  14587. if(skill_lv > 6 && n==3 && c==4){
  14588. skill_brandishspear_dir(&tc,dir,-1);
  14589. n--;c=-1;
  14590. }
  14591. }
  14592. }
  14593. for(c=0;c<10;c++){
  14594. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14595. map_foreachincell(skill_area_sub,
  14596. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14597. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14598. skill_castend_damage_id);
  14599. }
  14600. }
  14601. /*==========================================
  14602. * Weapon Repair [Celest/DracoRPG]
  14603. *------------------------------------------*/
  14604. void skill_repairweapon(struct map_session_data *sd, int idx) {
  14605. int material;
  14606. int materials[4] = { 1002, 998, 999, 756 };
  14607. struct item *item;
  14608. struct map_session_data *target_sd;
  14609. nullpo_retv(sd);
  14610. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14611. return;
  14612. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14613. return;
  14614. if( idx < 0 || idx >= MAX_INVENTORY )
  14615. return; //Invalid index??
  14616. item = &target_sd->status.inventory[idx];
  14617. if( !item->nameid || !item->attribute )
  14618. return; //Again invalid item....
  14619. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14620. clif_item_repaireffect(sd,idx,1);
  14621. return;
  14622. }
  14623. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14624. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14625. else
  14626. material = materials [2]; // Armors consume 1 Steel
  14627. if ( pc_search_inventory(sd,material) < 0 ) {
  14628. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14629. return;
  14630. }
  14631. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14632. item->attribute = 0;/* clear broken state */
  14633. clif_equiplist(target_sd);
  14634. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14635. clif_item_repaireffect(sd,idx,0);
  14636. if( sd != target_sd )
  14637. clif_item_repaireffect(target_sd,idx,0);
  14638. }
  14639. /*==========================================
  14640. * Item Appraisal
  14641. *------------------------------------------*/
  14642. void skill_identify(struct map_session_data *sd, int idx)
  14643. {
  14644. int flag=1;
  14645. nullpo_retv(sd);
  14646. if(idx >= 0 && idx < MAX_INVENTORY) {
  14647. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14648. flag=0;
  14649. sd->status.inventory[idx].identify=1;
  14650. }
  14651. }
  14652. clif_item_identified(sd,idx,flag);
  14653. }
  14654. /*==========================================
  14655. * Weapon Refine [Celest]
  14656. *------------------------------------------*/
  14657. void skill_weaponrefine(struct map_session_data *sd, int idx)
  14658. {
  14659. nullpo_retv(sd);
  14660. if (idx >= 0 && idx < MAX_INVENTORY)
  14661. {
  14662. struct item *item;
  14663. struct item_data *ditem = sd->inventory_data[idx];
  14664. item = &sd->status.inventory[idx];
  14665. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  14666. int i = 0, per;
  14667. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14668. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14669. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14670. return;
  14671. }
  14672. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14673. clif_upgrademessage(sd->fd, 2, item->nameid);
  14674. return;
  14675. }
  14676. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14677. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14678. return;
  14679. }
  14680. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14681. if( sd->class_&JOBL_THIRD )
  14682. per += 10;
  14683. else
  14684. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14685. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14686. if (per > rnd() % 100) {
  14687. int ep=0;
  14688. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14689. item->refine++;
  14690. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14691. if(item->equip) {
  14692. ep = item->equip;
  14693. pc_unequipitem(sd,idx,3);
  14694. }
  14695. clif_delitem(sd,idx,1,3);
  14696. clif_upgrademessage(sd->fd, 0, item->nameid);
  14697. clif_inventorylist(sd);
  14698. clif_refine(sd->fd,0,idx,item->refine);
  14699. if (ep)
  14700. pc_equipitem(sd,idx,ep);
  14701. clif_misceffect(&sd->bl,3);
  14702. if(item->refine == 10 &&
  14703. item->card[0] == CARD0_FORGE &&
  14704. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14705. { // Fame point system [DracoRPG]
  14706. switch(ditem->wlv){
  14707. case 1:
  14708. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14709. break;
  14710. case 2:
  14711. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14712. break;
  14713. case 3:
  14714. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14715. break;
  14716. }
  14717. }
  14718. } else {
  14719. item->refine = 0;
  14720. if(item->equip)
  14721. pc_unequipitem(sd,idx,3);
  14722. clif_upgrademessage(sd->fd, 1, item->nameid);
  14723. clif_refine(sd->fd,1,idx,item->refine);
  14724. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14725. clif_misceffect(&sd->bl,2);
  14726. clif_emotion(&sd->bl, E_OMG);
  14727. }
  14728. }
  14729. }
  14730. }
  14731. /*==========================================
  14732. *
  14733. *------------------------------------------*/
  14734. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  14735. {
  14736. uint16 skill_lv;
  14737. int maxlv=1,lv;
  14738. nullpo_ret(sd);
  14739. skill_lv = sd->menuskill_val;
  14740. lv=pc_checkskill(sd,skill_id);
  14741. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14742. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14743. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14744. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14745. maxlv = 10; //Soul Linker bonus. [Skotlex]
  14746. else if(skill_lv==2) maxlv=1;
  14747. else if(skill_lv==3) maxlv=2;
  14748. else if(skill_lv>=4) maxlv=3;
  14749. }
  14750. else if(skill_id==MG_SOULSTRIKE){
  14751. if(skill_lv==5) maxlv=1;
  14752. else if(skill_lv==6) maxlv=2;
  14753. else if(skill_lv>=7) maxlv=3;
  14754. }
  14755. else if(skill_id==MG_FIREBALL){
  14756. if(skill_lv==8) maxlv=1;
  14757. else if(skill_lv>=9) maxlv=2;
  14758. }
  14759. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14760. else return 0;
  14761. if(maxlv > lv)
  14762. maxlv = lv;
  14763. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14764. skill_get_time(SA_AUTOSPELL,skill_lv));
  14765. return 0;
  14766. }
  14767. /*==========================================
  14768. * Sitting skills functions.
  14769. *------------------------------------------*/
  14770. static int skill_sit_count(struct block_list *bl, va_list ap)
  14771. {
  14772. struct map_session_data *sd;
  14773. int type =va_arg(ap,int);
  14774. sd=(struct map_session_data*)bl;
  14775. if(!pc_issit(sd))
  14776. return 0;
  14777. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14778. return 1;
  14779. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14780. return 1;
  14781. return 0;
  14782. }
  14783. static int skill_sit_in (struct block_list *bl, va_list ap)
  14784. {
  14785. struct map_session_data *sd;
  14786. int type = va_arg(ap,int);
  14787. sd = (struct map_session_data*)bl;
  14788. if(!pc_issit(sd))
  14789. return 0;
  14790. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14791. sd->state.gangsterparadise = 1;
  14792. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  14793. sd->state.rest = 1;
  14794. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14795. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14796. }
  14797. return 0;
  14798. }
  14799. static int skill_sit_out (struct block_list *bl, va_list ap)
  14800. {
  14801. struct map_session_data *sd;
  14802. int type = va_arg(ap,int);
  14803. sd = (struct map_session_data*)bl;
  14804. if(sd->state.gangsterparadise && type&1)
  14805. sd->state.gangsterparadise = 0;
  14806. if(sd->state.rest && type&2) {
  14807. sd->state.rest = 0;
  14808. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14809. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14810. }
  14811. return 0;
  14812. }
  14813. int skill_sit (struct map_session_data *sd, int type)
  14814. {
  14815. int flag = 0;
  14816. int range = 0, lv;
  14817. nullpo_ret(sd);
  14818. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  14819. flag |= 1;
  14820. range = skill_get_splash(RG_GANGSTER, lv);
  14821. }
  14822. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  14823. flag |= 2;
  14824. range = skill_get_splash(TK_HPTIME, lv);
  14825. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  14826. flag |= 2;
  14827. range = skill_get_splash(TK_SPTIME, lv);
  14828. }
  14829. if (type)
  14830. clif_status_load(&sd->bl, SI_SIT, 1);
  14831. else
  14832. clif_status_load(&sd->bl, SI_SIT, 0);
  14833. if (!flag) return 0;
  14834. if(type) {
  14835. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14836. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14837. } else {
  14838. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14839. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14840. }
  14841. return 0;
  14842. }
  14843. /*==========================================
  14844. * Do Forstjoke/Scream effect
  14845. *------------------------------------------*/
  14846. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  14847. {
  14848. struct block_list *src;
  14849. uint16 skill_id,skill_lv;
  14850. unsigned int tick;
  14851. nullpo_ret(bl);
  14852. nullpo_ret(src = va_arg(ap,struct block_list*));
  14853. skill_id = va_arg(ap,int);
  14854. skill_lv = va_arg(ap,int);
  14855. if(!skill_lv)
  14856. return 0;
  14857. tick = va_arg(ap,unsigned int);
  14858. if (src == bl || status_isdead(bl))
  14859. return 0;
  14860. if (bl->type == BL_PC) {
  14861. struct map_session_data *sd = (struct map_session_data *)bl;
  14862. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14863. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14864. }
  14865. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14866. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14867. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14868. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14869. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14870. return 0;
  14871. }
  14872. /**
  14873. * Set map cell flag as skill unit effect
  14874. * @param src Skill unit
  14875. * @param skill_id
  14876. * @param skill_lv
  14877. * @param cell Cell type cell_t
  14878. * @param flag 0/1
  14879. */
  14880. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14881. {
  14882. int range = skill_get_unit_range(skill_id,skill_lv);
  14883. int x, y;
  14884. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14885. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14886. map_setcell(src->bl.m, x, y, cell, flag);
  14887. }
  14888. /**
  14889. * Do skill attack area (such splash effect) around the 'first' target.
  14890. * First target will skip skill condition, always receive damage. But,
  14891. * around it, still need target/condition validation by
  14892. * battle_check_target and status_check_skilluse
  14893. * @param bl
  14894. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  14895. */
  14896. int skill_attack_area(struct block_list *bl, va_list ap)
  14897. {
  14898. struct block_list *src,*dsrc;
  14899. int atk_type,skill_id,skill_lv,flag,type;
  14900. unsigned int tick;
  14901. if(status_isdead(bl))
  14902. return 0;
  14903. atk_type = va_arg(ap,int);
  14904. src = va_arg(ap,struct block_list*);
  14905. dsrc = va_arg(ap,struct block_list*);
  14906. skill_id = va_arg(ap,int);
  14907. skill_lv = va_arg(ap,int);
  14908. tick = va_arg(ap,unsigned int);
  14909. flag = va_arg(ap,int);
  14910. type = va_arg(ap,int);
  14911. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  14912. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14913. if(battle_check_target(dsrc,bl,type) <= 0 ||
  14914. !status_check_skilluse(NULL, bl, skill_id, 2))
  14915. return 0;
  14916. switch (skill_id) {
  14917. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  14918. case NPC_ACIDBREATH:
  14919. case NPC_DARKNESSBREATH:
  14920. case NPC_FIREBREATH:
  14921. case NPC_ICEBREATH:
  14922. case NPC_THUNDERBREATH:
  14923. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14924. default:
  14925. //Area-splash, disable skill animation.
  14926. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  14927. }
  14928. }
  14929. /**
  14930. * Clear skill unit group
  14931. * @param bl
  14932. * @param flag &1
  14933. */
  14934. int skill_clear_group(struct block_list *bl, int flag)
  14935. {
  14936. struct unit_data *ud = NULL;
  14937. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  14938. int i, count = 0;
  14939. nullpo_ret(bl);
  14940. if (!(ud = unit_bl2ud(bl)))
  14941. return 0;
  14942. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  14943. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  14944. switch (ud->skillunit[i]->skill_id) {
  14945. case SA_DELUGE:
  14946. case SA_VOLCANO:
  14947. case SA_VIOLENTGALE:
  14948. case SA_LANDPROTECTOR:
  14949. case NJ_SUITON:
  14950. case NJ_KAENSIN:
  14951. if (flag&1)
  14952. group[count++] = ud->skillunit[i];
  14953. break;
  14954. case SO_CLOUD_KILL:
  14955. if( flag&4 )
  14956. group[count++] = ud->skillunit[i];
  14957. break;
  14958. case SO_WARMER:
  14959. if( flag&8 )
  14960. group[count++] = ud->skillunit[i];
  14961. break;
  14962. default:
  14963. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  14964. group[count++] = ud->skillunit[i];
  14965. break;
  14966. }
  14967. }
  14968. for (i = 0; i < count; i++)
  14969. skill_delunitgroup(group[i]);
  14970. return count;
  14971. }
  14972. /**
  14973. * Returns the first element field found [Skotlex]
  14974. * @param bl
  14975. * @return skill_unit_group
  14976. */
  14977. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  14978. {
  14979. struct unit_data *ud = NULL;
  14980. int i;
  14981. nullpo_ret(bl);
  14982. if (!(ud = unit_bl2ud(bl)))
  14983. return NULL;
  14984. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  14985. switch (ud->skillunit[i]->skill_id) {
  14986. case SA_DELUGE:
  14987. case SA_VOLCANO:
  14988. case SA_VIOLENTGALE:
  14989. case SA_LANDPROTECTOR:
  14990. case NJ_SUITON:
  14991. case SO_CLOUD_KILL:
  14992. case SO_WARMER:
  14993. return ud->skillunit[i];
  14994. }
  14995. }
  14996. return NULL;
  14997. }
  14998. /// Graffiti cleaner [Valaris]
  14999. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15000. {
  15001. struct skill_unit *unit = NULL;
  15002. nullpo_ret(bl);
  15003. nullpo_ret(ap);
  15004. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15005. return 0;
  15006. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15007. skill_delunit(unit);
  15008. return 0;
  15009. }
  15010. /// Greed effect
  15011. int skill_greed(struct block_list *bl, va_list ap)
  15012. {
  15013. struct block_list *src;
  15014. struct map_session_data *sd = NULL;
  15015. struct flooritem_data *fitem = NULL;
  15016. nullpo_ret(bl);
  15017. nullpo_ret(src = va_arg(ap, struct block_list *));
  15018. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15019. pc_takeitem(sd, fitem);
  15020. return 0;
  15021. }
  15022. /// Ranger's Detonator [Jobbie/3CeAM]
  15023. int skill_detonator(struct block_list *bl, va_list ap)
  15024. {
  15025. struct skill_unit *unit = NULL;
  15026. struct block_list *src;
  15027. int unit_id;
  15028. nullpo_ret(bl);
  15029. nullpo_ret(ap);
  15030. src = va_arg(ap,struct block_list *);
  15031. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15032. return 0;
  15033. if( unit->group->src_id != src->id )
  15034. return 0;
  15035. unit_id = unit->group->unit_id;
  15036. switch( unit_id )
  15037. { //List of Hunter and Ranger Traps that can be detonate.
  15038. case UNT_BLASTMINE:
  15039. case UNT_SANDMAN:
  15040. case UNT_CLAYMORETRAP:
  15041. case UNT_TALKIEBOX:
  15042. case UNT_CLUSTERBOMB:
  15043. case UNT_FIRINGTRAP:
  15044. case UNT_ICEBOUNDTRAP:
  15045. switch(unit_id) {
  15046. case UNT_TALKIEBOX:
  15047. clif_talkiebox(bl,unit->group->valstr);
  15048. unit->group->val2 = -1;
  15049. break;
  15050. case UNT_CLAYMORETRAP:
  15051. case UNT_FIRINGTRAP:
  15052. case UNT_ICEBOUNDTRAP:
  15053. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15054. break;
  15055. default:
  15056. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15057. break;
  15058. }
  15059. clif_changetraplook(bl, UNT_USED_TRAPS);
  15060. unit->group->unit_id = UNT_USED_TRAPS;
  15061. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15062. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15063. break;
  15064. }
  15065. return 0;
  15066. }
  15067. /**
  15068. * Rebellion's Bind Trap explosion
  15069. * @author [Cydh]
  15070. **/
  15071. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15072. struct skill_unit *su = NULL;
  15073. struct block_list *src = NULL;
  15074. nullpo_ret(bl);
  15075. nullpo_ret(ap);
  15076. src = va_arg(ap,struct block_list *);
  15077. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15078. return 0;
  15079. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15080. return 0;
  15081. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15082. clif_changetraplook(bl, UNT_USED_TRAPS);
  15083. su->group->unit_id = UNT_USED_TRAPS;
  15084. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15085. return 1;
  15086. }
  15087. /*==========================================
  15088. * Check new skill unit cell when overlapping in other skill unit cell.
  15089. * Catched skill in cell value pushed to *unit pointer.
  15090. * Set (*alive) to 0 will ends 'new unit' check
  15091. *------------------------------------------*/
  15092. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15093. {
  15094. uint16 skill_id;
  15095. int *alive;
  15096. struct skill_unit *unit;
  15097. skill_id = va_arg(ap,int);
  15098. alive = va_arg(ap,int *);
  15099. unit = (struct skill_unit *)bl;
  15100. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15101. return 0;
  15102. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15103. return 0;
  15104. switch (skill_id) {
  15105. case SA_LANDPROTECTOR:
  15106. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15107. (*alive) = 0;
  15108. skill_delunit(unit);
  15109. return 1;
  15110. }
  15111. //It deletes everything except traps and barriers
  15112. if( (!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP)) ) || unit->group->skill_id == WZ_FIREPILLAR ) {
  15113. skill_delunit(unit);
  15114. return 1;
  15115. }
  15116. break;
  15117. case HW_GANBANTEIN:
  15118. case LG_EARTHDRIVE:
  15119. // Officially songs/dances are removed
  15120. skill_delunit(unit);
  15121. return 1;
  15122. case SA_VOLCANO:
  15123. case SA_DELUGE:
  15124. case SA_VIOLENTGALE:
  15125. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15126. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15127. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15128. if (unit->range <= 0)
  15129. {
  15130. (*alive) = 0;
  15131. return 1;
  15132. }
  15133. /*
  15134. switch (unit->group->skill_id)
  15135. { //These cannot override each other.
  15136. case SA_VOLCANO:
  15137. case SA_DELUGE:
  15138. case SA_VIOLENTGALE:
  15139. (*alive) = 0;
  15140. return 1;
  15141. }
  15142. */
  15143. break;
  15144. case PF_FOGWALL:
  15145. switch(unit->group->skill_id) {
  15146. case SA_VOLCANO: //Can't be placed on top of these
  15147. case SA_VIOLENTGALE:
  15148. (*alive) = 0;
  15149. return 1;
  15150. case SA_DELUGE:
  15151. case NJ_SUITON:
  15152. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15153. (*alive) = 2;
  15154. break;
  15155. }
  15156. break;
  15157. case WZ_ICEWALL:
  15158. case HP_BASILICA:
  15159. case HW_GRAVITATION:
  15160. //These can't be placed on top of themselves (duration can't be refreshed)
  15161. if (unit->group->skill_id == skill_id)
  15162. {
  15163. (*alive) = 0;
  15164. return 1;
  15165. }
  15166. break;
  15167. case GN_CRAZYWEED_ATK:
  15168. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15169. break;
  15170. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15171. skill_delunit(unit);
  15172. return 1;
  15173. }
  15174. break;
  15175. case RL_FIRE_RAIN:
  15176. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15177. skill_delunit(unit);
  15178. return 1;
  15179. }
  15180. break;
  15181. }
  15182. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15183. (*alive) = 0;
  15184. return 1;
  15185. }
  15186. return 0;
  15187. }
  15188. /*==========================================
  15189. *
  15190. *------------------------------------------*/
  15191. int skill_changetarget(struct block_list *bl, va_list ap)
  15192. {
  15193. struct mob_data *md = (struct mob_data *)bl;
  15194. struct unit_data *ud = unit_bl2ud(bl);
  15195. struct block_list *from_bl = va_arg(ap,struct block_list *);
  15196. struct block_list *to_bl = va_arg(ap,struct block_list *);
  15197. if(ud && ud->target == from_bl->id)
  15198. ud->target = to_bl->id;
  15199. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  15200. md->target_id = to_bl->id;
  15201. return 0;
  15202. }
  15203. /*==========================================
  15204. * Splash effect for skill unit 'trap type'.
  15205. * Chance triggered when damaged, timeout, or char step on it.
  15206. *------------------------------------------*/
  15207. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15208. {
  15209. struct block_list *src = va_arg(ap,struct block_list *);
  15210. struct skill_unit *unit = NULL;
  15211. int tick = va_arg(ap,int);
  15212. struct skill_unit_group *sg;
  15213. struct block_list *ss; //Skill src bl
  15214. nullpo_ret(src);
  15215. unit = (struct skill_unit *)src;
  15216. if (!unit || !unit->alive || bl->prev == NULL)
  15217. return 0;
  15218. nullpo_ret(sg = unit->group);
  15219. nullpo_ret(ss = map_id2bl(sg->src_id));
  15220. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15221. return 0;
  15222. switch (sg->unit_id) {
  15223. case UNT_B_TRAP:
  15224. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15225. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15226. break;
  15227. case UNT_SHOCKWAVE:
  15228. case UNT_SANDMAN:
  15229. case UNT_FLASHER:
  15230. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15231. break;
  15232. case UNT_GROUNDDRIFT_WIND:
  15233. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15234. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15235. break;
  15236. case UNT_GROUNDDRIFT_DARK:
  15237. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15238. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15239. break;
  15240. case UNT_GROUNDDRIFT_POISON:
  15241. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15242. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15243. break;
  15244. case UNT_GROUNDDRIFT_WATER:
  15245. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15246. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15247. break;
  15248. case UNT_GROUNDDRIFT_FIRE:
  15249. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15250. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15251. break;
  15252. case UNT_ELECTRICSHOCKER:
  15253. if (bl->id != ss->id) {
  15254. if (status_get_mode(bl)&MD_BOSS)
  15255. break;
  15256. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  15257. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15258. clif_fixpos(bl);
  15259. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15260. }
  15261. }
  15262. break;
  15263. case UNT_MAGENTATRAP:
  15264. case UNT_COBALTTRAP:
  15265. case UNT_MAIZETRAP:
  15266. case UNT_VERDURETRAP:
  15267. if( bl->type != BL_PC && !is_boss(bl) )
  15268. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  15269. break;
  15270. case UNT_REVERBERATION:
  15271. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  15272. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  15273. break;
  15274. case UNT_FIRINGTRAP:
  15275. case UNT_ICEBOUNDTRAP:
  15276. if( src->id == bl->id ) break;
  15277. if( bl->type == BL_SKILL ) {
  15278. struct skill_unit *su = (struct skill_unit *)bl;
  15279. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15280. break;
  15281. }
  15282. case UNT_CLUSTERBOMB:
  15283. if( ss != bl )
  15284. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15285. break;
  15286. case UNT_CLAYMORETRAP:
  15287. if( src->id == bl->id ) break;
  15288. if( bl->type == BL_SKILL ) {
  15289. struct skill_unit *su = (struct skill_unit *)bl;
  15290. if (!su)
  15291. return 0;
  15292. switch(su->group->unit_id) {
  15293. case UNT_CLAYMORETRAP:
  15294. case UNT_LANDMINE:
  15295. case UNT_BLASTMINE:
  15296. case UNT_SHOCKWAVE:
  15297. case UNT_SANDMAN:
  15298. case UNT_FLASHER:
  15299. case UNT_FREEZINGTRAP:
  15300. case UNT_FIRINGTRAP:
  15301. case UNT_ICEBOUNDTRAP:
  15302. clif_changetraplook(bl, UNT_USED_TRAPS);
  15303. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15304. su->group->unit_id = UNT_USED_TRAPS;
  15305. break;
  15306. }
  15307. }
  15308. default:
  15309. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15310. break;
  15311. }
  15312. return 1;
  15313. }
  15314. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15315. {
  15316. uint16 skill_id, skill_lv;
  15317. struct skill_unit *unit;
  15318. nullpo_ret(bl);
  15319. skill_id = va_arg(ap,int);
  15320. skill_lv = va_arg(ap,int);
  15321. unit = (struct skill_unit *)bl;
  15322. if( unit == NULL || unit->group == NULL )
  15323. return 0;
  15324. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15325. return 0;
  15326. if( unit->group->skill_id == SC_MAELSTROM ) {
  15327. struct block_list *src;
  15328. if( (src = map_id2bl(unit->group->src_id)) ){
  15329. int sp = unit->group->skill_lv * skill_lv;
  15330. if( src->type == BL_PC )
  15331. sp += ((TBL_PC*)src)->status.job_level / 5;
  15332. status_heal(src, 0, sp/2, 1);
  15333. }
  15334. }
  15335. return 0;
  15336. }
  15337. /**
  15338. * Remove current enchanted element for new element
  15339. * @param bl Char
  15340. * @param type New element
  15341. */
  15342. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15343. {
  15344. struct status_change *sc;
  15345. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15346. int i;
  15347. nullpo_retv(bl);
  15348. nullpo_retv(sc= status_get_sc(bl));
  15349. if (!sc->count)
  15350. return;
  15351. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15352. if (type != scs[i] && sc->data[scs[i]])
  15353. status_change_end(bl, scs[i], INVALID_TIMER);
  15354. }
  15355. /**
  15356. * Check camouflage condition
  15357. * @param bl
  15358. * @param sce
  15359. * @return True if near wall; False otherwise
  15360. */
  15361. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15362. {
  15363. bool wall = true;
  15364. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15365. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15366. { //Check for walls.
  15367. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15368. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15369. int i;
  15370. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15371. if( i == 8 )
  15372. wall = false;
  15373. }
  15374. if( sce ) {
  15375. if( !wall ) {
  15376. if( sce->val1 < 3 ) //End cloaking.
  15377. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15378. else if( sce->val4&1 ) { //Remove wall bonus
  15379. sce->val4&=~1;
  15380. status_calc_bl(bl,SCB_SPEED);
  15381. }
  15382. } else {
  15383. if( !(sce->val4&1) ) { //Add wall speed bonus
  15384. sce->val4|=1;
  15385. status_calc_bl(bl,SCB_SPEED);
  15386. }
  15387. }
  15388. }
  15389. return wall;
  15390. }
  15391. /** Check Shadow Form on the target
  15392. * @param bl: Target
  15393. * @param damage: Damage amount
  15394. * @param hit
  15395. * @return true - in Shadow Form state; false - otherwise
  15396. */
  15397. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15398. {
  15399. struct status_change *sc;
  15400. nullpo_retr(false,bl);
  15401. if (!damage)
  15402. return false;
  15403. sc = status_get_sc(bl);
  15404. if( sc && sc->data[SC__SHADOWFORM] ) {
  15405. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15406. if( !src || src->m != bl->m ) {
  15407. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15408. return false;
  15409. }
  15410. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15411. if( src->type == BL_PC )
  15412. ((TBL_PC*)src)->shadowform_id = 0;
  15413. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15414. return false;
  15415. }
  15416. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15417. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15418. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15419. if( src->type == BL_PC )
  15420. ((TBL_PC*)src)->shadowform_id = 0;
  15421. }
  15422. return true;
  15423. }
  15424. return false;
  15425. }
  15426. /**
  15427. * Check camouflage condition
  15428. * @param bl
  15429. * @param sce
  15430. * @return True if near wall; False otherwise
  15431. * @TODO: Seems wrong
  15432. */
  15433. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15434. {
  15435. bool wall = true;
  15436. if( bl->type == BL_PC ) { //Check for walls.
  15437. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15438. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15439. int i;
  15440. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15441. if( i == 8 )
  15442. wall = false;
  15443. }
  15444. if( sce ) {
  15445. if( !wall ) {
  15446. if( sce->val1 == 1 ) //End camouflage.
  15447. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15448. }
  15449. status_calc_bl(bl,SCB_SPEED);
  15450. }
  15451. return wall;
  15452. }
  15453. /**
  15454. * Initialize new skill unit for skill unit group.
  15455. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15456. * @param group Skill unit group
  15457. * @param idx
  15458. * @param x
  15459. * @param y
  15460. * @param val1
  15461. * @param val2
  15462. */
  15463. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15464. {
  15465. struct skill_unit *unit;
  15466. nullpo_retr(NULL, group);
  15467. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15468. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15469. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15470. return unit;
  15471. if(!unit->alive)
  15472. group->alive_count++;
  15473. unit->bl.id = map_get_new_object_id();
  15474. unit->bl.type = BL_SKILL;
  15475. unit->bl.m = group->map;
  15476. unit->bl.x = x;
  15477. unit->bl.y = y;
  15478. unit->group = group;
  15479. unit->alive = 1;
  15480. unit->val1 = val1;
  15481. unit->val2 = val2;
  15482. // Stores new skill unit
  15483. idb_put(skillunit_db, unit->bl.id, unit);
  15484. map_addiddb(&unit->bl);
  15485. if(map_addblock(&unit->bl))
  15486. return NULL;
  15487. // Perform oninit actions
  15488. switch (group->skill_id) {
  15489. case WZ_ICEWALL:
  15490. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15491. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15492. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15493. break;
  15494. case SA_LANDPROTECTOR:
  15495. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15496. break;
  15497. case HP_BASILICA:
  15498. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15499. break;
  15500. case SC_MAELSTROM:
  15501. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15502. break;
  15503. default:
  15504. if (group->state.song_dance&0x1) //Check for dissonance.
  15505. skill_dance_overlap(unit, 1);
  15506. break;
  15507. }
  15508. clif_getareachar_skillunit(&unit->bl, unit, AREA);
  15509. return unit;
  15510. }
  15511. /**
  15512. * Remove unit
  15513. * @param unit
  15514. */
  15515. int skill_delunit(struct skill_unit* unit)
  15516. {
  15517. struct skill_unit_group *group;
  15518. nullpo_ret(unit);
  15519. if( !unit->alive )
  15520. return 0;
  15521. unit->alive = 0;
  15522. nullpo_ret(group = unit->group);
  15523. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15524. skill_dance_overlap(unit, 0);
  15525. // invoke onout event
  15526. if( !unit->range )
  15527. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15528. // perform ondelete actions
  15529. switch (group->skill_id) {
  15530. case HT_ANKLESNARE: {
  15531. struct block_list* target = map_id2bl(group->val2);
  15532. if( target )
  15533. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  15534. }
  15535. break;
  15536. case WZ_ICEWALL:
  15537. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15538. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15539. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15540. break;
  15541. case SA_LANDPROTECTOR:
  15542. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15543. break;
  15544. case HP_BASILICA:
  15545. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15546. break;
  15547. case RA_ELECTRICSHOCKER: {
  15548. struct block_list* target = map_id2bl(group->val2);
  15549. if( target )
  15550. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15551. }
  15552. break;
  15553. case SC_MAELSTROM:
  15554. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15555. break;
  15556. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15557. if( group->val2 ) { // Someone Traped
  15558. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15559. if( tsc && tsc->data[SC__MANHOLE] )
  15560. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15561. }
  15562. break;
  15563. }
  15564. clif_skill_delunit(unit);
  15565. unit->group=NULL;
  15566. map_delblock(&unit->bl); // don't free yet
  15567. map_deliddb(&unit->bl);
  15568. idb_remove(skillunit_db, unit->bl.id);
  15569. if(--group->alive_count==0)
  15570. skill_delunitgroup(group);
  15571. return 0;
  15572. }
  15573. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15574. /// Returns the target skill_unit_group or NULL if not found.
  15575. struct skill_unit_group* skill_id2group(int group_id) {
  15576. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15577. }
  15578. static int skill_unit_group_newid = MAX_SKILL_DB; /// Skill Unit Group ID
  15579. /**
  15580. * Returns a new group_id that isn't being used in skillunit_group_db.
  15581. * Fatal error if nothing is available.
  15582. */
  15583. static int skill_get_new_group_id(void)
  15584. {
  15585. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  15586. return skill_unit_group_newid++;// available
  15587. {// find next id
  15588. int base_id = skill_unit_group_newid;
  15589. while( base_id != ++skill_unit_group_newid )
  15590. {
  15591. if( skill_unit_group_newid < MAX_SKILL_DB )
  15592. skill_unit_group_newid = MAX_SKILL_DB;
  15593. if( skill_id2group(skill_unit_group_newid) == NULL )
  15594. return skill_unit_group_newid++;// available
  15595. }
  15596. // full loop, nothing available
  15597. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15598. exit(1);
  15599. }
  15600. }
  15601. /**
  15602. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  15603. * @param src Object that cast the skill
  15604. * @param count How many 'cells' used that needed. Related with skill layout
  15605. * @param skill_id ID of used skill
  15606. * @param skill_lv Skill level of used skill
  15607. * @param unit_id Unit ID (look at skill_unit_db.txt)
  15608. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  15609. * @param interval Time interval
  15610. * @return skill_unit_group
  15611. */
  15612. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  15613. {
  15614. struct unit_data* ud = unit_bl2ud( src );
  15615. struct skill_unit_group* group;
  15616. int i;
  15617. if(!(skill_id && skill_lv)) return 0;
  15618. nullpo_retr(NULL, src);
  15619. nullpo_retr(NULL, ud);
  15620. // Find a free spot to store the new unit group
  15621. // TODO: Make this flexible maybe by changing this fixed array?
  15622. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15623. if(i == MAX_SKILLUNITGROUP) {
  15624. // Array is full, make room by discarding oldest group
  15625. int j = 0;
  15626. unsigned maxdiff = 0, tick = gettick();
  15627. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15628. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  15629. if(x > maxdiff){
  15630. maxdiff = x;
  15631. j = i;
  15632. }
  15633. }
  15634. skill_delunitgroup(ud->skillunit[j]);
  15635. // Since elements must have shifted, we use the last slot.
  15636. i = MAX_SKILLUNITGROUP-1;
  15637. }
  15638. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15639. group->src_id = src->id;
  15640. group->party_id = status_get_party_id(src);
  15641. group->guild_id = status_get_guild_id(src);
  15642. group->bg_id = bg_team_get_id(src);
  15643. group->group_id = skill_get_new_group_id();
  15644. group->link_group_id = 0;
  15645. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15646. group->unit_count = count;
  15647. group->alive_count = 0;
  15648. group->val1 = 0;
  15649. group->val2 = 0;
  15650. group->val3 = 0;
  15651. group->skill_id = skill_id;
  15652. group->skill_lv = skill_lv;
  15653. group->unit_id = unit_id;
  15654. group->map = src->m;
  15655. group->limit = limit;
  15656. group->interval = interval;
  15657. group->tick = gettick();
  15658. group->valstr = NULL;
  15659. ud->skillunit[i] = group;
  15660. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15661. group->tick += 1500;
  15662. // Stores this new group to DBMap
  15663. idb_put(skillunit_group_db, group->group_id, group);
  15664. return group;
  15665. }
  15666. /**
  15667. * Remove skill unit group
  15668. * @param group
  15669. * @param file
  15670. * @param line
  15671. * @param *func
  15672. */
  15673. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15674. {
  15675. struct block_list* src;
  15676. struct unit_data *ud;
  15677. short i, j;
  15678. int link_group_id;
  15679. if( group == NULL ) {
  15680. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15681. return 0;
  15682. }
  15683. src = map_id2bl(group->src_id);
  15684. ud = unit_bl2ud(src);
  15685. if (!src || !ud) {
  15686. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15687. return 0;
  15688. }
  15689. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15690. switch( group->skill_id ) {
  15691. case BA_DISSONANCE:
  15692. case BA_POEMBRAGI:
  15693. case BA_WHISTLE:
  15694. case BA_ASSASSINCROSS:
  15695. case BA_APPLEIDUN:
  15696. case DC_UGLYDANCE:
  15697. case DC_HUMMING:
  15698. case DC_DONTFORGETME:
  15699. case DC_FORTUNEKISS:
  15700. case DC_SERVICEFORYOU:
  15701. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15702. break;
  15703. }
  15704. }
  15705. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  15706. struct status_change* sc = status_get_sc(src);
  15707. if (sc && sc->data[SC_DANCING]) {
  15708. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15709. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15710. }
  15711. }
  15712. // End SC from the master when the skill group is deleted
  15713. i = SC_NONE;
  15714. switch (group->unit_id) {
  15715. case UNT_GOSPEL: i = SC_GOSPEL; break;
  15716. case UNT_BASILICA: i = SC_BASILICA; break;
  15717. }
  15718. if (i != SC_NONE) {
  15719. struct status_change *sc = status_get_sc(src);
  15720. if (sc && sc->data[i]) {
  15721. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  15722. status_change_end(src, (sc_type)i, INVALID_TIMER);
  15723. }
  15724. }
  15725. switch( group->skill_id ) {
  15726. case SG_SUN_WARM:
  15727. case SG_MOON_WARM:
  15728. case SG_STAR_WARM:
  15729. {
  15730. struct status_change *sc = NULL;
  15731. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15732. sc->data[SC_WARM]->val4 = 0;
  15733. status_change_end(src, SC_WARM, INVALID_TIMER);
  15734. }
  15735. }
  15736. break;
  15737. case NC_NEUTRALBARRIER:
  15738. {
  15739. struct status_change *sc = NULL;
  15740. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15741. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15742. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15743. }
  15744. }
  15745. break;
  15746. case NC_STEALTHFIELD:
  15747. {
  15748. struct status_change *sc = NULL;
  15749. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15750. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15751. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15752. }
  15753. }
  15754. break;
  15755. case LG_BANDING:
  15756. {
  15757. struct status_change *sc = NULL;
  15758. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15759. sc->data[SC_BANDING]->val4 = 0;
  15760. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15761. }
  15762. }
  15763. break;
  15764. }
  15765. if (src->type==BL_PC && group->state.ammo_consume)
  15766. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15767. group->alive_count=0;
  15768. // remove all unit cells
  15769. if(group->unit != NULL)
  15770. for( i = 0; i < group->unit_count; i++ )
  15771. skill_delunit(&group->unit[i]);
  15772. // clear Talkie-box string
  15773. if( group->valstr != NULL ) {
  15774. aFree(group->valstr);
  15775. group->valstr = NULL;
  15776. }
  15777. idb_remove(skillunit_group_db, group->group_id);
  15778. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15779. group->unit = NULL;
  15780. group->group_id = 0;
  15781. group->unit_count = 0;
  15782. link_group_id = group->link_group_id;
  15783. group->link_group_id = 0;
  15784. // locate this group, swap with the last entry and delete it
  15785. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15786. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15787. j--;
  15788. if( i < MAX_SKILLUNITGROUP ) {
  15789. ud->skillunit[i] = ud->skillunit[j];
  15790. ud->skillunit[j] = NULL;
  15791. ers_free(skill_unit_ers, group);
  15792. } else
  15793. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15794. if(link_group_id) {
  15795. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  15796. if(group_cur)
  15797. skill_delunitgroup(group_cur);
  15798. }
  15799. return 1;
  15800. }
  15801. /**
  15802. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  15803. * @param src
  15804. */
  15805. void skill_clear_unitgroup(struct block_list *src)
  15806. {
  15807. struct unit_data *ud;
  15808. nullpo_retv(src);
  15809. nullpo_retv((ud = unit_bl2ud(src)));
  15810. while (ud->skillunit[0])
  15811. skill_delunitgroup(ud->skillunit[0]);
  15812. }
  15813. /**
  15814. * Search tickset for skill unit in skill unit group
  15815. * @param bl Block List for skill_unit
  15816. * @param group Skill unit group
  15817. * @param tick
  15818. * @return skill_unit_group_tickset if found
  15819. */
  15820. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  15821. {
  15822. int i, j = -1, s, id;
  15823. struct unit_data *ud;
  15824. struct skill_unit_group_tickset *set;
  15825. nullpo_ret(bl);
  15826. if (group->interval == -1)
  15827. return NULL;
  15828. ud = unit_bl2ud(bl);
  15829. if (!ud)
  15830. return NULL;
  15831. set = ud->skillunittick;
  15832. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15833. id = s = group->skill_id;
  15834. else
  15835. id = s = group->group_id;
  15836. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15837. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15838. if (set[k].id == id)
  15839. return &set[k];
  15840. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15841. j=k;
  15842. }
  15843. if (j == -1) {
  15844. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15845. j = id % MAX_SKILLUNITGROUPTICKSET;
  15846. }
  15847. set[j].id = id;
  15848. set[j].tick = tick;
  15849. return &set[j];
  15850. }
  15851. /*==========================================
  15852. * Check for validity skill unit that triggered by skill_unit_timer_sub
  15853. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  15854. *------------------------------------------*/
  15855. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  15856. {
  15857. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15858. struct skill_unit_group* group = NULL;
  15859. unsigned int tick = va_arg(ap,unsigned int);
  15860. nullpo_ret(unit);
  15861. if( !unit->alive || bl->prev == NULL )
  15862. return 0;
  15863. nullpo_ret(group = unit->group);
  15864. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  15865. return 0; //AoE skills are ineffective. [Skotlex]
  15866. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15867. return 0;
  15868. skill_unit_onplace_timer(unit,bl,tick);
  15869. return 1;
  15870. }
  15871. /**
  15872. * @see DBApply
  15873. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  15874. */
  15875. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15876. {
  15877. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  15878. struct skill_unit_group* group = NULL;
  15879. unsigned int tick = va_arg(ap,unsigned int);
  15880. bool dissonance;
  15881. struct block_list* bl = &unit->bl;
  15882. nullpo_ret(unit);
  15883. if( !unit->alive )
  15884. return 0;
  15885. nullpo_ret(group = unit->group);
  15886. // Check for expiration
  15887. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15888. {// skill unit expired (inlined from skill_unit_onlimit())
  15889. switch( group->unit_id ) {
  15890. case UNT_BLASTMINE:
  15891. #ifdef RENEWAL
  15892. case UNT_CLAYMORETRAP:
  15893. #endif
  15894. case UNT_GROUNDDRIFT_WIND:
  15895. case UNT_GROUNDDRIFT_DARK:
  15896. case UNT_GROUNDDRIFT_POISON:
  15897. case UNT_GROUNDDRIFT_WATER:
  15898. case UNT_GROUNDDRIFT_FIRE:
  15899. group->unit_id = UNT_USED_TRAPS;
  15900. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  15901. group->limit=DIFF_TICK(tick+1500,group->tick);
  15902. unit->limit=DIFF_TICK(tick+1500,group->tick);
  15903. break;
  15904. case UNT_ANKLESNARE:
  15905. case UNT_ELECTRICSHOCKER:
  15906. if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { //Used Trap doesn't return back to item
  15907. skill_delunit(unit);
  15908. break;
  15909. }
  15910. case UNT_SKIDTRAP:
  15911. case UNT_LANDMINE:
  15912. case UNT_SHOCKWAVE:
  15913. case UNT_SANDMAN:
  15914. case UNT_FLASHER:
  15915. case UNT_FREEZINGTRAP:
  15916. #ifndef RENEWAL
  15917. case UNT_CLAYMORETRAP:
  15918. #endif
  15919. case UNT_TALKIEBOX:
  15920. case UNT_CLUSTERBOMB:
  15921. case UNT_MAGENTATRAP:
  15922. case UNT_COBALTTRAP:
  15923. case UNT_MAIZETRAP:
  15924. case UNT_VERDURETRAP:
  15925. case UNT_FIRINGTRAP:
  15926. case UNT_ICEBOUNDTRAP:
  15927. {
  15928. struct block_list* src;
  15929. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  15930. { // revert unit back into a trap
  15931. struct item item_tmp;
  15932. memset(&item_tmp,0,sizeof(item_tmp));
  15933. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  15934. item_tmp.identify = 1;
  15935. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  15936. }
  15937. skill_delunit(unit);
  15938. }
  15939. break;
  15940. case UNT_WARP_ACTIVE:
  15941. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  15942. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  15943. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  15944. // restart timers
  15945. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  15946. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  15947. // apply effect to all units standing on it
  15948. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  15949. break;
  15950. case UNT_CALLFAMILY:
  15951. {
  15952. struct map_session_data *sd = NULL;
  15953. if(group->val1) {
  15954. sd = map_charid2sd(group->val1);
  15955. group->val1 = 0;
  15956. if (sd && !map[sd->bl.m].flag.nowarp)
  15957. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15958. }
  15959. if(group->val2) {
  15960. sd = map_charid2sd(group->val2);
  15961. group->val2 = 0;
  15962. if (sd && !map[sd->bl.m].flag.nowarp)
  15963. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15964. }
  15965. skill_delunit(unit);
  15966. }
  15967. break;
  15968. case UNT_REVERBERATION:
  15969. case UNT_NETHERWORLD:
  15970. if( unit->val1 <= 0 ) { // If it was deactivated.
  15971. skill_delunit(unit);
  15972. break;
  15973. }
  15974. clif_changetraplook(bl,UNT_USED_TRAPS);
  15975. if (group->unit_id == UNT_REVERBERATION)
  15976. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15977. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15978. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15979. group->unit_id = UNT_USED_TRAPS;
  15980. break;
  15981. case UNT_FEINTBOMB: {
  15982. struct block_list *src = map_id2bl(group->src_id);
  15983. struct status_change *sc;
  15984. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  15985. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  15986. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  15987. }
  15988. skill_delunit(unit);
  15989. }
  15990. break;
  15991. case UNT_BANDING:
  15992. {
  15993. struct block_list *src = map_id2bl(group->src_id);
  15994. struct status_change *sc;
  15995. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  15996. skill_delunit(unit);
  15997. break;
  15998. }
  15999. // This unit isn't removed while SC_BANDING is active.
  16000. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16001. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16002. }
  16003. break;
  16004. case UNT_B_TRAP:
  16005. {
  16006. struct block_list* src;
  16007. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16008. struct item item_tmp;
  16009. memset(&item_tmp, 0, sizeof(item_tmp));
  16010. item_tmp.nameid = group->item_id;
  16011. item_tmp.identify = 1;
  16012. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4);
  16013. }
  16014. skill_delunit(unit);
  16015. }
  16016. break;
  16017. default:
  16018. skill_delunit(unit);
  16019. }
  16020. } else {// skill unit is still active
  16021. switch( group->unit_id ) {
  16022. case UNT_ICEWALL:
  16023. // icewall loses 50 hp every second
  16024. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16025. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16026. unit->limit = DIFF_TICK(tick+700,group->tick);
  16027. break;
  16028. case UNT_BLASTMINE:
  16029. case UNT_SKIDTRAP:
  16030. case UNT_LANDMINE:
  16031. case UNT_SHOCKWAVE:
  16032. case UNT_SANDMAN:
  16033. case UNT_FLASHER:
  16034. case UNT_CLAYMORETRAP:
  16035. case UNT_FREEZINGTRAP:
  16036. case UNT_TALKIEBOX:
  16037. case UNT_ANKLESNARE:
  16038. case UNT_B_TRAP:
  16039. if( unit->val1 <= 0 ) {
  16040. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16041. skill_delunit(unit);
  16042. else {
  16043. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16044. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16045. group->unit_id = UNT_USED_TRAPS;
  16046. }
  16047. }
  16048. break;
  16049. case UNT_REVERBERATION:
  16050. case UNT_NETHERWORLD:
  16051. if (unit->val1 <= 0) {
  16052. clif_changetraplook(bl,UNT_USED_TRAPS);
  16053. if (group->unit_id == UNT_REVERBERATION)
  16054. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16055. group->limit = DIFF_TICK(tick,group->tick)+1000;
  16056. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  16057. group->unit_id = UNT_USED_TRAPS;
  16058. }
  16059. break;
  16060. case UNT_WALLOFTHORN:
  16061. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16062. skill_delunitgroup(group);
  16063. break;
  16064. }
  16065. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16066. skill_delunit(unit);
  16067. break;
  16068. }
  16069. }
  16070. //Don't continue if unit or even group is expired and has been deleted.
  16071. if( !group || !unit->alive )
  16072. return 0;
  16073. dissonance = skill_dance_switch(unit, 0);
  16074. if( unit->range >= 0 && group->interval != -1 )
  16075. {
  16076. if( battle_config.skill_wall_check )
  16077. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16078. else
  16079. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16080. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16081. group->unit_id = UNT_USED_TRAPS;
  16082. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16083. unit->range = -1; //Disable processed cell.
  16084. if (--group->val1 <= 0) { // number of live cells
  16085. //All tiles were processed, disable skill.
  16086. group->target_flag=BCT_NOONE;
  16087. group->bl_flag= BL_NUL;
  16088. }
  16089. }
  16090. }
  16091. if( dissonance )
  16092. skill_dance_switch(unit, 1);
  16093. return 0;
  16094. }
  16095. /*==========================================
  16096. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16097. *------------------------------------------*/
  16098. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16099. {
  16100. map_freeblock_lock();
  16101. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16102. map_freeblock_unlock();
  16103. return 0;
  16104. }
  16105. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16106. /*==========================================
  16107. * flag :
  16108. * 1 : store that skill_unit in array
  16109. * 2 : clear that skill_unit
  16110. * 4 : call_on_left
  16111. *------------------------------------------*/
  16112. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16113. {
  16114. struct skill_unit* unit = (struct skill_unit *)bl;
  16115. struct skill_unit_group* group = NULL;
  16116. struct block_list* target = va_arg(ap,struct block_list*);
  16117. unsigned int tick = va_arg(ap,unsigned int);
  16118. int flag = va_arg(ap,int);
  16119. bool dissonance;
  16120. uint16 skill_id;
  16121. int i;
  16122. nullpo_ret(unit);
  16123. nullpo_ret(target);
  16124. if( !unit->alive || target->prev == NULL )
  16125. return 0;
  16126. nullpo_ret(group = unit->group);
  16127. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  16128. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16129. dissonance = skill_dance_switch(unit, 0);
  16130. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16131. skill_id = unit->group->skill_id;
  16132. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16133. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16134. if( dissonance ) {
  16135. skill_dance_switch(unit, 1);
  16136. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16137. }
  16138. return 0;
  16139. }
  16140. //Target-type check.
  16141. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16142. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16143. if( flag&1 ) {
  16144. if( flag&2 ) { //Clear this skill id.
  16145. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16146. if( i < ARRAYLENGTH(skill_unit_temp) )
  16147. skill_unit_temp[i] = 0;
  16148. }
  16149. } else {
  16150. if( flag&2 ) { //Store this skill id.
  16151. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16152. if( i < ARRAYLENGTH(skill_unit_temp) )
  16153. skill_unit_temp[i] = skill_id;
  16154. else
  16155. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  16156. }
  16157. }
  16158. if( flag&4 )
  16159. skill_unit_onleft(skill_id,target,tick);
  16160. }
  16161. if( dissonance )
  16162. skill_dance_switch(unit, 1);
  16163. return 0;
  16164. } else {
  16165. if( flag&1 ) {
  16166. int result = skill_unit_onplace(unit,target,tick);
  16167. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16168. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16169. if( i < ARRAYLENGTH(skill_unit_temp) )
  16170. skill_unit_temp[i] = 0;
  16171. }
  16172. } else {
  16173. int result = skill_unit_onout(unit,target,tick);
  16174. if( flag&2 && result ) { //Store this unit id.
  16175. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16176. if( i < ARRAYLENGTH(skill_unit_temp) )
  16177. skill_unit_temp[i] = skill_id;
  16178. else
  16179. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  16180. }
  16181. }
  16182. //TODO: Normally, this is dangerous since the unit and group could be freed
  16183. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16184. //cells do not get deleted within them. [Skotlex]
  16185. if( dissonance )
  16186. skill_dance_switch(unit, 1);
  16187. if( flag&4 )
  16188. skill_unit_onleft(skill_id,target,tick);
  16189. return 1;
  16190. }
  16191. }
  16192. /*==========================================
  16193. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16194. * Flag values:
  16195. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16196. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16197. * units to figure out when they have left a group.
  16198. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16199. *------------------------------------------*/
  16200. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16201. {
  16202. nullpo_ret(bl);
  16203. if( bl->prev == NULL )
  16204. return 0;
  16205. if( flag&2 && !(flag&1) ) //Onout, clear data
  16206. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16207. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16208. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16209. int i;
  16210. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16211. if( skill_unit_temp[i] )
  16212. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16213. }
  16214. return 0;
  16215. }
  16216. /*==========================================
  16217. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16218. * @param bl Skill unit
  16219. * @param m Map
  16220. * @param dx
  16221. * @param dy
  16222. *------------------------------------------*/
  16223. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16224. unsigned int tick = gettick();
  16225. struct skill_unit *su;
  16226. if (bl->type != BL_SKILL)
  16227. return;
  16228. if (!(su = (struct skill_unit *)bl))
  16229. return;
  16230. if (!su->alive)
  16231. return;
  16232. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16233. return; //Ensembles may not be moved around.
  16234. if (!bl->prev) {
  16235. bl->x = dx;
  16236. bl->y = dy;
  16237. return;
  16238. }
  16239. map_moveblock(bl, dx, dy, tick);
  16240. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16241. clif_getareachar_skillunit(bl, su, AREA);
  16242. return;
  16243. }
  16244. /**
  16245. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16246. * @param group Skill Group
  16247. * @param m Map
  16248. * @param dx
  16249. * @param dy
  16250. */
  16251. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16252. {
  16253. int i, j;
  16254. unsigned int tick = gettick();
  16255. int *m_flag;
  16256. struct skill_unit *unit1;
  16257. struct skill_unit *unit2;
  16258. if (group == NULL)
  16259. return;
  16260. if (group->unit_count <= 0)
  16261. return;
  16262. if (group->unit == NULL)
  16263. return;
  16264. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16265. return; //Ensembles may not be moved around.
  16266. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16267. // m_flag
  16268. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16269. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16270. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16271. // 3: Both 1+2.
  16272. for(i = 0; i < group->unit_count; i++) {
  16273. unit1 =& group->unit[i];
  16274. if (!unit1->alive || unit1->bl.m != m)
  16275. continue;
  16276. for(j = 0; j < group->unit_count; j++) {
  16277. unit2 = &group->unit[j];
  16278. if (!unit2->alive)
  16279. continue;
  16280. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16281. m_flag[i] |= 0x1;
  16282. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16283. m_flag[i] |= 0x2;
  16284. }
  16285. }
  16286. j = 0;
  16287. for (i = 0; i < group->unit_count; i++) {
  16288. unit1 = &group->unit[i];
  16289. if (!unit1->alive)
  16290. continue;
  16291. if (!(m_flag[i]&0x2)) {
  16292. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16293. skill_dance_overlap(unit1, 0);
  16294. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16295. }
  16296. //Move Cell using "smart" criteria (avoid useless moving around)
  16297. switch(m_flag[i]) {
  16298. case 0:
  16299. //Cell moves independently, safely move it.
  16300. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16301. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16302. break;
  16303. case 1:
  16304. //Cell moves unto another cell, look for a replacement cell that won't collide
  16305. //and has no cell moving into it (flag == 2)
  16306. for(; j < group->unit_count; j++) {
  16307. int dx2, dy2;
  16308. if(m_flag[j] != 2 || !group->unit[j].alive)
  16309. continue;
  16310. //Move to where this cell would had moved.
  16311. unit2 = &group->unit[j];
  16312. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16313. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16314. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16315. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16316. j++; //Skip this cell as we have used it.
  16317. break;
  16318. }
  16319. break;
  16320. case 2:
  16321. case 3:
  16322. break; //Don't move the cell as a cell will end on this tile anyway.
  16323. }
  16324. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16325. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16326. skill_dance_overlap(unit1, 1);
  16327. clif_getareachar_skillunit(&unit1->bl, unit1, AREA);
  16328. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16329. }
  16330. }
  16331. aFree(m_flag);
  16332. }
  16333. /**
  16334. * Checking product requirement in player's inventory.
  16335. * Checking if player has the item or not, the amount, and the weight limit.
  16336. * @param sd Player
  16337. * @param nameid Product requested
  16338. * @param trigger Trigger criteria to match will 'ItemLv'
  16339. * @param qty Amount of item will be created
  16340. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16341. */
  16342. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16343. {
  16344. short i, j;
  16345. nullpo_ret(sd);
  16346. if (!nameid || !itemdb_exists(nameid))
  16347. return 0;
  16348. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16349. if (skill_produce_db[i].nameid == nameid) {
  16350. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16351. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16352. continue; // must iterate again to check other skills that produce it. [malufett]
  16353. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16354. continue; // special case
  16355. break;
  16356. }
  16357. }
  16358. if (i >= MAX_SKILL_PRODUCE_DB)
  16359. return 0;
  16360. // Cannot carry the produced stuff
  16361. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16362. return 0;
  16363. // Matching the requested produce list
  16364. if (trigger >= 0) {
  16365. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16366. if (skill_produce_db[i].itemlv != trigger)
  16367. return 0;
  16368. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16369. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16370. return 0;
  16371. } else { // Weapon (itemlv must be higher or equal)
  16372. if (skill_produce_db[i].itemlv > trigger)
  16373. return 0;
  16374. }
  16375. }
  16376. // Check on player's inventory
  16377. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16378. unsigned short nameid_produce;
  16379. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16380. continue;
  16381. if (skill_produce_db[i].mat_amount[j] == 0) {
  16382. if (pc_search_inventory(sd,nameid_produce) < 0)
  16383. return 0;
  16384. } else {
  16385. unsigned short idx, amt;
  16386. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16387. if (sd->status.inventory[idx].nameid == nameid_produce)
  16388. amt += sd->status.inventory[idx].amount;
  16389. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16390. return 0;
  16391. }
  16392. }
  16393. return i + 1;
  16394. }
  16395. /**
  16396. * Attempt to produce an item
  16397. * @param sd Player
  16398. * @param skill_id Skill used
  16399. * @param nameid Requested product
  16400. * @param slot1
  16401. * @param slot2
  16402. * @param slot3
  16403. * @param qty Amount of requested item
  16404. * @return True is success, False if failed
  16405. */
  16406. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty)
  16407. {
  16408. int slot[3];
  16409. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16410. int num = -1; // exclude the recipe
  16411. struct status_data *status;
  16412. struct item_data* data;
  16413. nullpo_ret(sd);
  16414. status = status_get_status_data(&sd->bl);
  16415. if( sd->skill_id_old == skill_id )
  16416. skill_lv = sd->skill_lv_old;
  16417. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16418. return false;
  16419. idx--;
  16420. if (qty < 1)
  16421. qty = 1;
  16422. if (!skill_id) //A skill can be specified for some override cases.
  16423. skill_id = skill_produce_db[idx].req_skill;
  16424. if( skill_id == GC_RESEARCHNEWPOISON )
  16425. skill_id = GC_CREATENEWPOISON;
  16426. slot[0] = slot1;
  16427. slot[1] = slot2;
  16428. slot[2] = slot3;
  16429. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16430. short j;
  16431. if (slot[i] <= 0)
  16432. continue;
  16433. j = pc_search_inventory(sd,slot[i]);
  16434. if (j < 0)
  16435. continue;
  16436. if (slot[i] == ITEMID_STAR_CRUMB) {
  16437. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16438. sc++;
  16439. }
  16440. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16441. static const int ele_table[4] = { 3, 1, 4, 2 };
  16442. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16443. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16444. }
  16445. }
  16446. if (skill_id == RK_RUNEMASTERY) {
  16447. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16448. data = itemdb_search(nameid);
  16449. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16450. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16451. else temp_qty = 1;
  16452. if (data->stack.inventory) {
  16453. for (i = 0; i < MAX_INVENTORY; i++) {
  16454. if (sd->status.inventory[i].nameid == nameid) {
  16455. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16456. clif_msgtable(sd->fd,RUNE_CANT_CREATE);
  16457. return 0;
  16458. } else {
  16459. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16460. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16461. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16462. }
  16463. break;
  16464. }
  16465. }
  16466. }
  16467. qty = temp_qty;
  16468. }
  16469. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16470. short id, x, j;
  16471. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16472. continue;
  16473. num++;
  16474. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16475. do {
  16476. int y = 0;
  16477. j = pc_search_inventory(sd,id);
  16478. if (j >= 0) {
  16479. y = sd->status.inventory[j].amount;
  16480. if (y > x)
  16481. y = x;
  16482. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16483. } else {
  16484. ShowError("skill_produce_mix: material item error\n");
  16485. return false;
  16486. }
  16487. x -= y;
  16488. } while( j >= 0 && x > 0 );
  16489. }
  16490. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16491. wlv = itemdb_wlv(nameid);
  16492. if (!equip) {
  16493. switch (skill_id) {
  16494. case BS_IRON:
  16495. case BS_STEEL:
  16496. case BS_ENCHANTEDSTONE:
  16497. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16498. i = pc_checkskill(sd,skill_id);
  16499. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16500. switch (nameid) {
  16501. case ITEMID_IRON:
  16502. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16503. break;
  16504. case ITEMID_STEEL:
  16505. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16506. break;
  16507. case ITEMID_STAR_CRUMB:
  16508. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16509. break;
  16510. default: // Enchanted Stones
  16511. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16512. break;
  16513. }
  16514. break;
  16515. case ASC_CDP:
  16516. make_per = (2000 + 40*status->dex + 20*status->luk);
  16517. break;
  16518. case AL_HOLYWATER:
  16519. case AB_ANCILLA:
  16520. make_per = 100000; //100% success
  16521. break;
  16522. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16523. case AM_TWILIGHT1:
  16524. case AM_TWILIGHT2:
  16525. case AM_TWILIGHT3:
  16526. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16527. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16528. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16529. if (hom_is_active(sd->hd)) {//Player got a homun
  16530. int skill;
  16531. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16532. make_per += skill*100; //+1% bonus per level
  16533. }
  16534. switch(nameid){
  16535. case ITEMID_RED_POTION:
  16536. case ITEMID_YELLOW_POTION:
  16537. case ITEMID_WHITE_POTION:
  16538. make_per += (1+rnd()%100)*10 + 2000;
  16539. break;
  16540. case ITEMID_ALCOHOL:
  16541. make_per += (1+rnd()%100)*10 + 1000;
  16542. break;
  16543. case ITEMID_FIRE_BOTTLE:
  16544. case ITEMID_ACID_BOTTLE:
  16545. case ITEMID_MAN_EATER_BOTTLE:
  16546. case ITEMID_MINI_BOTTLE:
  16547. make_per += (1+rnd()%100)*10;
  16548. break;
  16549. case ITEMID_YELLOW_SLIM_POTION:
  16550. make_per -= (1+rnd()%50)*10;
  16551. break;
  16552. case ITEMID_WHITE_SLIM_POTION:
  16553. case ITEMID_COATING_BOTTLE:
  16554. make_per -= (1+rnd()%100)*10;
  16555. break;
  16556. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16557. case ITEMID_BLUE_POTION:
  16558. case ITEMID_RED_SLIM_POTION:
  16559. case ITEMID_ANODYNE:
  16560. case ITEMID_ALOEBERA:
  16561. default:
  16562. break;
  16563. }
  16564. if (battle_config.pp_rate != 100)
  16565. make_per = make_per * battle_config.pp_rate / 100;
  16566. break;
  16567. case SA_CREATECON: // Elemental Converter Creation
  16568. make_per = 100000; // should be 100% success rate
  16569. break;
  16570. case RK_RUNEMASTERY: {
  16571. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16572. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16573. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16574. int D = 0;
  16575. switch (nameid) { //rune rank it_diff 9 craftable rune
  16576. case ITEMID_BERKANA:
  16577. D = -2000;
  16578. break; //Rank S
  16579. case ITEMID_NAUTHIZ:
  16580. case ITEMID_URUZ:
  16581. D = -1500;
  16582. break; //Rank A
  16583. case ITEMID_ISA:
  16584. case ITEMID_WYRD:
  16585. D = -1000;
  16586. break; //Rank B
  16587. case ITEMID_RAIDO:
  16588. case ITEMID_THURISAZ:
  16589. case ITEMID_HAGALAZ:
  16590. case ITEMID_OTHILA:
  16591. D = -500;
  16592. break; //Rank C
  16593. default:
  16594. D = -1500;
  16595. break; //not specified =-15%
  16596. }
  16597. make_per = A + B + C + D;
  16598. }
  16599. break;
  16600. case GC_CREATENEWPOISON:
  16601. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16602. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16603. break;
  16604. case GN_CHANGEMATERIAL:
  16605. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16606. if (skill_changematerial_db[i].nameid == nameid) {
  16607. make_per = skill_changematerial_db[i].rate * 10;
  16608. break;
  16609. }
  16610. }
  16611. break;
  16612. case GN_S_PHARMACY:
  16613. {
  16614. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16615. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  16616. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  16617. switch(nameid){// difficulty factor
  16618. case ITEMID_HP_INCREASE_POTION_SMALL:
  16619. case ITEMID_SP_INCREASE_POTION_SMALL:
  16620. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16621. difficulty += 10;
  16622. break;
  16623. case ITEMID_BOMB_MUSHROOM_SPORE:
  16624. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16625. difficulty += 15;
  16626. break;
  16627. case ITEMID_BANANA_BOMB:
  16628. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16629. case ITEMID_SP_INCREASE_POTION_LARGE:
  16630. case ITEMID_VITATA500:
  16631. difficulty += 20;
  16632. break;
  16633. case ITEMID_SEED_OF_HORNY_PLANT:
  16634. case ITEMID_BLOODSUCK_PLANT_SEED:
  16635. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16636. difficulty += 30;
  16637. break;
  16638. case ITEMID_HP_INCREASE_POTION_LARGE:
  16639. case ITEMID_CURE_FREE:
  16640. difficulty += 40;
  16641. break;
  16642. }
  16643. if( make_per >= 400 && make_per > difficulty)
  16644. qty = 10;
  16645. else if( make_per >= 300 && make_per > difficulty)
  16646. qty = 7;
  16647. else if( make_per >= 100 && make_per > difficulty)
  16648. qty = 6;
  16649. else if( make_per >= 1 && make_per > difficulty)
  16650. qty = 5;
  16651. else
  16652. qty = 4;
  16653. make_per = 10000;
  16654. }
  16655. break;
  16656. case GN_MAKEBOMB:
  16657. case GN_MIX_COOKING:
  16658. {
  16659. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16660. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  16661. qty = ~(5 + rnd()%5) + 1;
  16662. switch(nameid){// difficulty factor
  16663. case ITEMID_APPLE_BOMB:
  16664. difficulty += 5;
  16665. break;
  16666. case ITEMID_COCONUT_BOMB:
  16667. case ITEMID_MELON_BOMB:
  16668. difficulty += 10;
  16669. break;
  16670. case ITEMID_SAVAGE_FULL_ROAST:
  16671. case ITEMID_COCKTAIL_WARG_BLOOD:
  16672. case ITEMID_MINOR_STEW:
  16673. case ITEMID_SIROMA_ICED_TEA:
  16674. case ITEMID_DROSERA_HERB_SALAD:
  16675. case ITEMID_PETITE_TAIL_NOODLES:
  16676. case ITEMID_PINEAPPLE_BOMB:
  16677. difficulty += 15;
  16678. break;
  16679. case ITEMID_BANANA_BOMB:
  16680. difficulty += 20;
  16681. break;
  16682. }
  16683. if( make_per >= 30 && make_per > difficulty)
  16684. qty = 10 + rnd()%2;
  16685. else if( make_per >= 10 && make_per > difficulty)
  16686. qty = 10;
  16687. else if( make_per == 10 && make_per > difficulty)
  16688. qty = 8;
  16689. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16690. ;// Food/Bomb creation fails.
  16691. else if( make_per >= 30 && make_per < difficulty)
  16692. qty = 5;
  16693. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16694. qty = ~qty + 1;
  16695. make_per = 0;
  16696. }
  16697. else
  16698. make_per = 10000;
  16699. qty = (skill_lv > 1 ? qty : 1);
  16700. }
  16701. break;
  16702. default:
  16703. if (sd->menuskill_id == AM_PHARMACY &&
  16704. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16705. { //Assume Cooking Dish
  16706. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16707. make_per = 10000; //100% Success
  16708. else
  16709. make_per = 1200 * (sd->menuskill_val - 10)
  16710. + 20 * (sd->status.base_level + 1)
  16711. + 20 * (status->dex + 1)
  16712. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16713. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16714. - 10 * (100 - status->luk + 1)
  16715. - 500 * (num - 1)
  16716. - 100 * (rnd()%4 + 1);
  16717. break;
  16718. }
  16719. make_per = 5000;
  16720. break;
  16721. }
  16722. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16723. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16724. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16725. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  16726. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  16727. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16728. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16729. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16730. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16731. if (battle_config.wp_rate != 100)
  16732. make_per = make_per * battle_config.wp_rate / 100;
  16733. }
  16734. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16735. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16736. if (make_per < 1) make_per = 1;
  16737. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  16738. struct item tmp_item;
  16739. memset(&tmp_item,0,sizeof(tmp_item));
  16740. tmp_item.nameid = nameid;
  16741. tmp_item.amount = 1;
  16742. tmp_item.identify = 1;
  16743. if (equip) {
  16744. tmp_item.card[0] = CARD0_FORGE;
  16745. tmp_item.card[1] = ((sc*5)<<8)+ele;
  16746. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16747. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16748. } else {
  16749. //Flag is only used on the end, so it can be used here. [Skotlex]
  16750. switch (skill_id) {
  16751. case BS_DAGGER:
  16752. case BS_SWORD:
  16753. case BS_TWOHANDSWORD:
  16754. case BS_AXE:
  16755. case BS_MACE:
  16756. case BS_KNUCKLE:
  16757. case BS_SPEAR:
  16758. flag = battle_config.produce_item_name_input&0x1;
  16759. break;
  16760. case AM_PHARMACY:
  16761. case AM_TWILIGHT1:
  16762. case AM_TWILIGHT2:
  16763. case AM_TWILIGHT3:
  16764. flag = battle_config.produce_item_name_input&0x2;
  16765. break;
  16766. case AL_HOLYWATER:
  16767. case AB_ANCILLA:
  16768. flag = battle_config.produce_item_name_input&0x8;
  16769. break;
  16770. case ASC_CDP:
  16771. flag = battle_config.produce_item_name_input&0x10;
  16772. break;
  16773. default:
  16774. flag = battle_config.produce_item_name_input&0x80;
  16775. break;
  16776. }
  16777. if (flag) {
  16778. tmp_item.card[0] = CARD0_CREATE;
  16779. tmp_item.card[1] = 0;
  16780. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16781. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16782. }
  16783. }
  16784. // if(log_config.produce > 0)
  16785. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16786. //TODO update PICKLOG
  16787. if (equip) {
  16788. clif_produceeffect(sd,0,nameid);
  16789. clif_misceffect(&sd->bl,3);
  16790. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16791. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16792. } else {
  16793. int fame = 0;
  16794. tmp_item.amount = 0;
  16795. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  16796. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  16797. tmp_item.amount = qty;
  16798. break;
  16799. }
  16800. if (qty == 1 || rnd()%10000 < make_per) { //Success
  16801. tmp_item.amount++;
  16802. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16803. continue;
  16804. if (skill_id != AM_PHARMACY &&
  16805. skill_id != AM_TWILIGHT1 &&
  16806. skill_id != AM_TWILIGHT2 &&
  16807. skill_id != AM_TWILIGHT3)
  16808. continue;
  16809. //Add fame as needed.
  16810. switch(++sd->potion_success_counter) {
  16811. case 3:
  16812. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  16813. break;
  16814. case 5:
  16815. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  16816. break;
  16817. case 7:
  16818. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  16819. break;
  16820. case 10:
  16821. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  16822. sd->potion_success_counter = 0;
  16823. break;
  16824. }
  16825. } else //Failure
  16826. sd->potion_success_counter = 0;
  16827. }
  16828. if (fame)
  16829. pc_addfame(sd,fame);
  16830. //Visual effects and the like.
  16831. switch (skill_id) {
  16832. case AM_PHARMACY:
  16833. case AM_TWILIGHT1:
  16834. case AM_TWILIGHT2:
  16835. case AM_TWILIGHT3:
  16836. case ASC_CDP:
  16837. clif_produceeffect(sd,2,nameid);
  16838. clif_misceffect(&sd->bl,5);
  16839. break;
  16840. case BS_IRON:
  16841. case BS_STEEL:
  16842. case BS_ENCHANTEDSTONE:
  16843. clif_produceeffect(sd,0,nameid);
  16844. clif_misceffect(&sd->bl,3);
  16845. break;
  16846. case RK_RUNEMASTERY:
  16847. case GC_CREATENEWPOISON:
  16848. clif_produceeffect(sd,2,nameid);
  16849. clif_misceffect(&sd->bl,5);
  16850. break;
  16851. default: //Those that don't require a skill?
  16852. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  16853. clif_specialeffect(&sd->bl, 608, AREA);
  16854. if (sd->cook_mastery < 1999)
  16855. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16856. }
  16857. break;
  16858. }
  16859. }
  16860. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16861. int j, k = 0;
  16862. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++)
  16863. if (skill_changematerial_db[i].nameid == nameid){
  16864. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  16865. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  16866. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16867. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16868. clif_additem(sd,0,0,flag);
  16869. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16870. }
  16871. k++;
  16872. }
  16873. }
  16874. break;
  16875. }
  16876. if (k) {
  16877. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16878. return true;
  16879. }
  16880. } else if (tmp_item.amount) { //Success
  16881. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16882. clif_additem(sd,0,0,flag);
  16883. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16884. }
  16885. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY)
  16886. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16887. return true;
  16888. }
  16889. }
  16890. //Failure
  16891. // if(log_config.produce)
  16892. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  16893. //TODO update PICKLOG
  16894. if (equip) {
  16895. clif_produceeffect(sd,1,nameid);
  16896. clif_misceffect(&sd->bl,2);
  16897. } else {
  16898. switch (skill_id) {
  16899. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  16900. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  16901. case AM_PHARMACY:
  16902. case AM_TWILIGHT1:
  16903. case AM_TWILIGHT2:
  16904. case AM_TWILIGHT3:
  16905. clif_produceeffect(sd,3,nameid);
  16906. clif_misceffect(&sd->bl,6);
  16907. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  16908. break;
  16909. case BS_IRON:
  16910. case BS_STEEL:
  16911. case BS_ENCHANTEDSTONE:
  16912. clif_produceeffect(sd,1,nameid);
  16913. clif_misceffect(&sd->bl,2);
  16914. break;
  16915. case RK_RUNEMASTERY:
  16916. case GC_CREATENEWPOISON:
  16917. clif_produceeffect(sd,3,nameid);
  16918. clif_misceffect(&sd->bl,6);
  16919. break;
  16920. case GN_MIX_COOKING:
  16921. {
  16922. struct item tmp_item;
  16923. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  16924. int rate = rnd()%500;
  16925. memset(&tmp_item,0,sizeof(tmp_item));
  16926. if (rate < 50) i = 4;
  16927. else if (rate < 100) i = 2+rnd()%1;
  16928. else if (rate < 250) i = 1;
  16929. else if (rate < 500) i = 0;
  16930. tmp_item.nameid = compensation[i];
  16931. tmp_item.amount = qty;
  16932. tmp_item.identify = 1;
  16933. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16934. clif_additem(sd,0,0,flag);
  16935. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16936. }
  16937. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  16938. }
  16939. break;
  16940. case GN_MAKEBOMB:
  16941. case GN_S_PHARMACY:
  16942. case GN_CHANGEMATERIAL:
  16943. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  16944. break;
  16945. default:
  16946. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  16947. clif_specialeffect(&sd->bl, 609, AREA);
  16948. if (sd->cook_mastery > 0)
  16949. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  16950. }
  16951. break;
  16952. }
  16953. }
  16954. return false;
  16955. }
  16956. /**
  16957. * Attempt to create arrow by specified material
  16958. * @param sd Player
  16959. * @param nameid Item ID of material
  16960. * @return True if created, False is failed
  16961. */
  16962. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  16963. {
  16964. short i, j, idx = -1;
  16965. struct item tmp_item;
  16966. nullpo_ret(sd);
  16967. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  16968. return false;
  16969. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  16970. if (nameid == skill_arrow_db[i].nameid) {
  16971. idx = i;
  16972. break;
  16973. }
  16974. }
  16975. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  16976. return false;
  16977. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  16978. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  16979. char flag = 0;
  16980. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  16981. continue;
  16982. memset(&tmp_item,0,sizeof(tmp_item));
  16983. tmp_item.identify = 1;
  16984. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  16985. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  16986. if (battle_config.produce_item_name_input&0x4) {
  16987. tmp_item.card[0] = CARD0_CREATE;
  16988. tmp_item.card[1] = 0;
  16989. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16990. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16991. }
  16992. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16993. clif_additem(sd,0,0,flag);
  16994. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16995. }
  16996. }
  16997. return true;
  16998. }
  16999. /**
  17000. * Enchant weapon with poison
  17001. * @param sd Player
  17002. * @nameid Item ID of poison type
  17003. */
  17004. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17005. {
  17006. sc_type type;
  17007. int chance, i;
  17008. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17009. char output[CHAT_SIZE_MAX];
  17010. const char *msg;
  17011. nullpo_ret(sd);
  17012. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17013. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17014. return 0;
  17015. }
  17016. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17017. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17018. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17019. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17020. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  17021. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17022. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  17023. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  17024. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17025. default:
  17026. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17027. return 0;
  17028. }
  17029. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17030. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  17031. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17032. sprintf(output, msg_txt(sd,721), msg);
  17033. clif_colormes(sd,color_table[COLOR_WHITE],output);
  17034. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17035. clif_msg(sd,msg);
  17036. #endif*/
  17037. return 0;
  17038. }
  17039. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17040. {
  17041. struct status_change *sc = status_get_sc(bl);
  17042. // non-offensive and non-magic skills do not affect the status
  17043. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17044. return;
  17045. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17046. if (sc->data[SC_MAGICPOWER]->val4) {
  17047. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17048. } else {
  17049. sc->data[SC_MAGICPOWER]->val4 = 1;
  17050. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17051. #ifndef RENEWAL
  17052. if(bl->type == BL_PC){// update current display.
  17053. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17054. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17055. }
  17056. #endif
  17057. }
  17058. }
  17059. }
  17060. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17061. int x, y, i, class_, skill;
  17062. struct mob_data *md;
  17063. nullpo_ret(sd);
  17064. skill = sd->menuskill_val;
  17065. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17066. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17067. return 0;
  17068. }
  17069. // Spawn Position
  17070. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17071. x = sd->sc.comet_x;
  17072. y = sd->sc.comet_y;
  17073. sd->sc.comet_x = sd->sc.comet_y = 0;
  17074. sd->menuskill_val = 0;
  17075. // Item picked decides the mob class
  17076. switch(nameid) {
  17077. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17078. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17079. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17080. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17081. default:
  17082. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17083. return 0;
  17084. }
  17085. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17086. if( md ) {
  17087. struct unit_data *ud = unit_bl2ud(&md->bl);
  17088. md->master_id = sd->bl.id;
  17089. md->special_state.ai = AI_FAW;
  17090. if(ud) {
  17091. ud->skill_id = NC_MAGICDECOY;
  17092. ud->skill_lv = skill;
  17093. }
  17094. if( md->deletetimer != INVALID_TIMER )
  17095. delete_timer(md->deletetimer, mob_timer_delete);
  17096. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17097. mob_spawn(md);
  17098. }
  17099. return 0;
  17100. }
  17101. // Warlock Spellbooks. [LimitLine/3CeAM]
  17102. void skill_spellbook (struct map_session_data *sd, unsigned short nameid) {
  17103. int i, max_preserve, skill_id, point;
  17104. struct status_change *sc;
  17105. nullpo_retv(sd);
  17106. sc = status_get_sc(&sd->bl);
  17107. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17108. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17109. if( sc && !sc->data[i] )
  17110. break;
  17111. }
  17112. if( i > SC_MAXSPELLBOOK ) {
  17113. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17114. return;
  17115. }
  17116. if (!skill_spellbook_count)
  17117. return;
  17118. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17119. if( i == MAX_SKILL_SPELLBOOK_DB )
  17120. return;
  17121. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17122. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17123. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17124. return;
  17125. }
  17126. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17127. point = skill_spellbook_db[i].point;
  17128. if( sc && sc->data[SC_READING_SB] ) {
  17129. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  17130. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17131. return;
  17132. }
  17133. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17134. if( !sc->data[i] ){
  17135. sc->data[SC_READING_SB]->val2 += point; // increase points
  17136. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17137. break;
  17138. }
  17139. }
  17140. } else {
  17141. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  17142. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17143. }
  17144. // Reading Spell Book SP cost same as the sealed spell.
  17145. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17146. }
  17147. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17148. int id, lv, prob, aslvl = 0;
  17149. nullpo_ret(sd);
  17150. if (sd->sc.data[SC_STOP]) {
  17151. aslvl = sd->sc.data[SC_STOP]->val1;
  17152. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17153. }
  17154. if( !(skill_get_inf2(sd->status.skill[skill_id].id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  17155. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  17156. return 0;
  17157. }
  17158. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17159. lv = min(lv,sd->status.skill[skill_id].lv);
  17160. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17161. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17162. return 0;
  17163. }
  17164. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17165. int i;
  17166. nullpo_ret(sd);
  17167. nullpo_ret(item_list);
  17168. if( n <= 0 )
  17169. return 1;
  17170. for( i = 0; i < n; i++ ) {
  17171. unsigned short nameid;
  17172. int add_amount, del_amount, idx, product;
  17173. struct item tmp_item;
  17174. idx = item_list[i*2+0]-2;
  17175. del_amount = item_list[i*2+1];
  17176. if( skill_lv == 2 )
  17177. del_amount -= (del_amount % 10);
  17178. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17179. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17180. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17181. return 1;
  17182. }
  17183. switch( nameid ) {
  17184. // Level 1
  17185. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17186. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17187. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17188. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17189. // Level 2
  17190. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17191. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17192. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17193. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17194. default:
  17195. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17196. return 1;
  17197. }
  17198. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17199. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17200. return 1;
  17201. }
  17202. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17203. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17204. return 1;
  17205. }
  17206. memset(&tmp_item,0,sizeof(tmp_item));
  17207. tmp_item.nameid = product;
  17208. tmp_item.amount = add_amount;
  17209. tmp_item.identify = 1;
  17210. if( tmp_item.amount ) {
  17211. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17212. if( flag != 0 ) {
  17213. clif_additem(sd,0,0,flag);
  17214. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17215. }
  17216. }
  17217. }
  17218. return 0;
  17219. }
  17220. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17221. int i, j, k, c, p = 0, amount;
  17222. unsigned short nameid;
  17223. nullpo_ret(sd);
  17224. nullpo_ret(item_list);
  17225. // Search for objects that can be created.
  17226. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17227. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17228. p = 0;
  17229. do {
  17230. c = 0;
  17231. // Verification of overlap between the objects required and the list submitted.
  17232. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17233. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17234. for( k = 0; k < n; k++ ) {
  17235. int idx = item_list[k*2+0]-2;
  17236. nameid = sd->status.inventory[idx].nameid;
  17237. amount = item_list[k*2+1];
  17238. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17239. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17240. return 0;
  17241. }
  17242. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  17243. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17244. c++; // match
  17245. }
  17246. }
  17247. else
  17248. break; // No more items required
  17249. }
  17250. p++;
  17251. } while(n == j && c == n);
  17252. p--;
  17253. if ( p > 0 ) {
  17254. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  17255. return 1;
  17256. }
  17257. }
  17258. }
  17259. if( p == 0)
  17260. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17261. return 0;
  17262. }
  17263. /**
  17264. * For Royal Guard's LG_TRAMPLE
  17265. */
  17266. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17267. {
  17268. struct skill_unit *su = (struct skill_unit *)bl;
  17269. struct skill_unit_group *sg = NULL;
  17270. unsigned int tick;
  17271. nullpo_ret(su);
  17272. tick = va_arg(ap, unsigned int);
  17273. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17274. switch( sg->unit_id ) {
  17275. case UNT_CLAYMORETRAP:
  17276. case UNT_FIRINGTRAP:
  17277. case UNT_ICEBOUNDTRAP:
  17278. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  17279. break;
  17280. case UNT_LANDMINE:
  17281. case UNT_BLASTMINE:
  17282. case UNT_SHOCKWAVE:
  17283. case UNT_SANDMAN:
  17284. case UNT_FLASHER:
  17285. case UNT_FREEZINGTRAP:
  17286. case UNT_CLUSTERBOMB:
  17287. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17288. break;
  17289. }
  17290. // Traps aren't recovered.
  17291. skill_delunit(su);
  17292. }
  17293. return 0;
  17294. }
  17295. /*==========================================
  17296. *
  17297. *------------------------------------------*/
  17298. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17299. int i;
  17300. nullpo_retr(-1, sd);
  17301. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17302. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17303. }
  17304. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17305. struct map_session_data *sd = map_id2sd(id);
  17306. int i = (int)data;
  17307. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17308. return 0;
  17309. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17310. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17311. return 0;
  17312. }
  17313. aFree(sd->scd[i]);
  17314. sd->scd[i] = NULL;
  17315. return 1;
  17316. }
  17317. /**
  17318. * Flags a singular skill as being blocked from persistent usage.
  17319. * @param sd the player the skill delay affects
  17320. * @param skill_id the skill which should be delayed
  17321. * @param tick the length of time the delay should last
  17322. * @param load whether this assignment is being loaded upon player login
  17323. * @return 0 if successful, -1 otherwise
  17324. */
  17325. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17326. int i;
  17327. nullpo_retr(-1, sd);
  17328. if (!skill_id || tick < 1)
  17329. return -1;
  17330. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17331. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17332. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17333. aFree(sd->scd[i]);
  17334. sd->scd[i] = NULL;
  17335. }
  17336. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17337. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17338. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17339. sd->scd[i]->skill_id = skill_id;
  17340. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17341. if (battle_config.display_status_timers && tick > 0)
  17342. clif_skill_cooldown(sd, skill_id, tick);
  17343. return 1;
  17344. } else {
  17345. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17346. return 0;
  17347. }
  17348. }
  17349. int skill_blockpc_clear(struct map_session_data *sd) {
  17350. int i;
  17351. nullpo_ret(sd);
  17352. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17353. if (!sd->scd[i])
  17354. continue;
  17355. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17356. aFree(sd->scd[i]);
  17357. sd->scd[i] = NULL;
  17358. }
  17359. return 1;
  17360. }
  17361. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17362. {
  17363. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17364. if (data <= 0 || data >= MAX_SKILL)
  17365. return 0;
  17366. if (hd)
  17367. hd->blockskill[data] = 0;
  17368. return 1;
  17369. }
  17370. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17371. {
  17372. uint16 idx = skill_get_index(skill_id);
  17373. nullpo_retr(-1, hd);
  17374. if (!idx)
  17375. return -1;
  17376. if (tick < 1) {
  17377. hd->blockskill[idx] = 0;
  17378. return -1;
  17379. }
  17380. hd->blockskill[idx] = 1;
  17381. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17382. }
  17383. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17384. {
  17385. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17386. if( data <= 0 || data >= MAX_SKILL )
  17387. return 0;
  17388. if( md )
  17389. md->blockskill[data] = 0;
  17390. return 1;
  17391. }
  17392. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17393. {
  17394. uint16 idx = skill_get_index(skill_id);
  17395. nullpo_retr(-1, md);
  17396. if( !idx )
  17397. return -1;
  17398. if( tick < 1 ) {
  17399. md->blockskill[idx] = 0;
  17400. return -1;
  17401. }
  17402. md->blockskill[idx] = 1;
  17403. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17404. }
  17405. /**
  17406. * Adds a new skill unit entry for this player to recast after map load
  17407. */
  17408. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  17409. struct skill_usave * sus = NULL;
  17410. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  17411. idb_remove(skillusave_db,sd->status.char_id);
  17412. }
  17413. CREATE(sus, struct skill_usave, 1);
  17414. idb_put(skillusave_db, sd->status.char_id, sus);
  17415. sus->skill_id = skill_id;
  17416. sus->skill_lv = skill_lv;
  17417. return;
  17418. }
  17419. void skill_usave_trigger(struct map_session_data *sd) {
  17420. struct skill_usave * sus = NULL;
  17421. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) )
  17422. return;
  17423. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  17424. idb_remove(skillusave_db,sd->status.char_id);
  17425. return;
  17426. }
  17427. /*
  17428. *
  17429. */
  17430. int skill_split_str (char *str, char **val, int num)
  17431. {
  17432. int i;
  17433. for( i = 0; i < num && str; i++ ) {
  17434. val[i] = str;
  17435. str = strchr(str,',');
  17436. if( str )
  17437. *str++ = 0;
  17438. }
  17439. return i;
  17440. }
  17441. /**
  17442. * Split the string with ':' as separator and put each value for a skilllv
  17443. * if no more value found put the latest to fill the array
  17444. * @param str : string to split
  17445. * @param val : array of MAX_SKILL_LEVEL to put value into
  17446. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17447. */
  17448. int skill_split_atoi (char *str, int *val)
  17449. {
  17450. int i, j, step = 1;
  17451. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17452. if (!str) break;
  17453. val[i] = atoi(str);
  17454. str = strchr(str,':');
  17455. if (str)
  17456. *str++=0;
  17457. }
  17458. if(i==0) //No data found.
  17459. return 0;
  17460. if(i==1) { //Single value, have the whole range have the same value.
  17461. for (; i < MAX_SKILL_LEVEL; i++)
  17462. val[i] = val[i-1];
  17463. return i;
  17464. }
  17465. //Check for linear change with increasing steps until we reach half of the data acquired.
  17466. for (step = 1; step <= i/2; step++) {
  17467. int diff = val[i-1] - val[i-step-1];
  17468. for(j = i-1; j >= step; j--)
  17469. if ((val[j]-val[j-step]) != diff)
  17470. break;
  17471. if (j>=step) //No match, try next step.
  17472. continue;
  17473. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17474. val[i] = val[i-step]+diff;
  17475. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17476. { val[i] = 1; diff = 0; step = 1; }
  17477. }
  17478. return i;
  17479. }
  17480. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17481. for (;i<MAX_SKILL_LEVEL; i++)
  17482. val[i] = val[i-1];
  17483. return i;
  17484. }
  17485. /*
  17486. *
  17487. */
  17488. void skill_init_unit_layout (void) {
  17489. int i,j,pos = 0;
  17490. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17491. // standard square layouts go first
  17492. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17493. int size = i*2+1;
  17494. skill_unit_layout[i].count = size*size;
  17495. for (j=0; j<size*size; j++) {
  17496. skill_unit_layout[i].dx[j] = (j%size-i);
  17497. skill_unit_layout[i].dy[j] = (j/size-i);
  17498. }
  17499. }
  17500. // afterwards add special ones
  17501. pos = i;
  17502. for (i=0;i<MAX_SKILL_DB;i++) {
  17503. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  17504. continue;
  17505. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  17506. int skill = i;
  17507. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  17508. skill -= EL_SKILLRANGEMIN;
  17509. skill += EL_SKILLBASE;
  17510. }
  17511. if( skill == EL_FIRE_MANTLE ) {
  17512. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17513. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17514. skill_unit_layout[pos].count = 8;
  17515. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17516. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17517. }
  17518. } else {
  17519. switch (i) {
  17520. case MG_FIREWALL:
  17521. case WZ_ICEWALL:
  17522. case WL_EARTHSTRAIN:
  17523. case RL_FIRE_RAIN:
  17524. // these will be handled later
  17525. break;
  17526. case PR_SANCTUARY:
  17527. case NPC_EVILLAND: {
  17528. static const int dx[] = {
  17529. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17530. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17531. static const int dy[]={
  17532. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17533. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17534. skill_unit_layout[pos].count = 21;
  17535. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17536. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17537. }
  17538. break;
  17539. case PR_MAGNUS: {
  17540. static const int dx[] = {
  17541. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17542. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17543. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17544. static const int dy[] = {
  17545. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17546. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17547. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17548. skill_unit_layout[pos].count = 33;
  17549. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17550. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17551. }
  17552. break;
  17553. case AS_VENOMDUST: {
  17554. static const int dx[] = {-1, 0, 0, 0, 1};
  17555. static const int dy[] = { 0,-1, 0, 1, 0};
  17556. skill_unit_layout[pos].count = 5;
  17557. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17558. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17559. }
  17560. break;
  17561. case CR_GRANDCROSS:
  17562. case NPC_GRANDDARKNESS: {
  17563. static const int dx[] = {
  17564. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17565. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17566. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17567. static const int dy[] = {
  17568. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17569. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17570. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17571. skill_unit_layout[pos].count = 29;
  17572. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17573. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17574. }
  17575. break;
  17576. case PF_FOGWALL: {
  17577. static const int dx[] = {
  17578. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17579. static const int dy[] = {
  17580. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17581. skill_unit_layout[pos].count = 15;
  17582. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17583. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17584. }
  17585. break;
  17586. case PA_GOSPEL: {
  17587. static const int dx[] = {
  17588. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17589. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17590. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17591. -1, 0, 1};
  17592. static const int dy[] = {
  17593. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17594. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17595. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17596. 3, 3, 3};
  17597. skill_unit_layout[pos].count = 33;
  17598. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17599. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17600. }
  17601. break;
  17602. case NJ_KAENSIN: {
  17603. static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17604. static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
  17605. skill_unit_layout[pos].count = 24;
  17606. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17607. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17608. }
  17609. break;
  17610. case NJ_TATAMIGAESHI: {
  17611. //Level 1 (count 4, cross of 3x3)
  17612. static const int dx1[] = {-1, 1, 0, 0};
  17613. static const int dy1[] = { 0, 0,-1, 1};
  17614. //Level 2-3 (count 8, cross of 5x5)
  17615. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17616. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17617. //Level 4-5 (count 12, cross of 7x7
  17618. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17619. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17620. //lv1
  17621. j = 0;
  17622. skill_unit_layout[pos].count = 4;
  17623. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17624. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17625. skill_db[i].unit_layout_type[j] = pos;
  17626. //lv2/3
  17627. j++;
  17628. pos++;
  17629. skill_unit_layout[pos].count = 8;
  17630. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17631. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17632. skill_db[i].unit_layout_type[j] = pos;
  17633. skill_db[i].unit_layout_type[++j] = pos;
  17634. //lv4/5
  17635. j++;
  17636. pos++;
  17637. skill_unit_layout[pos].count = 12;
  17638. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17639. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17640. skill_db[i].unit_layout_type[j] = pos;
  17641. skill_db[i].unit_layout_type[++j] = pos;
  17642. //Fill in the rest using lv 5.
  17643. for (;j<MAX_SKILL_LEVEL;j++)
  17644. skill_db[i].unit_layout_type[j] = pos;
  17645. //Skip, this way the check below will fail and continue to the next skill.
  17646. pos++;
  17647. }
  17648. break;
  17649. case GN_WALLOFTHORN: {
  17650. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17651. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17652. skill_unit_layout[pos].count = 16;
  17653. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17654. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17655. }
  17656. break;
  17657. default:
  17658. ShowError("unknown unit layout at skill %d\n",i);
  17659. break;
  17660. }
  17661. }
  17662. if (!skill_unit_layout[pos].count)
  17663. continue;
  17664. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17665. skill_db[i].unit_layout_type[j] = pos;
  17666. pos++;
  17667. }
  17668. // firewall and icewall have 8 layouts (direction-dependent)
  17669. firewall_unit_pos = pos;
  17670. for (i=0;i<8;i++) {
  17671. if (i&1) {
  17672. skill_unit_layout[pos].count = 5;
  17673. if (i&0x2) {
  17674. int dx[] = {-1,-1, 0, 0, 1};
  17675. int dy[] = { 1, 0, 0,-1,-1};
  17676. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17677. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17678. } else {
  17679. int dx[] = { 1, 1 ,0, 0,-1};
  17680. int dy[] = { 1, 0, 0,-1,-1};
  17681. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17682. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17683. }
  17684. } else {
  17685. skill_unit_layout[pos].count = 3;
  17686. if (i%4==0) {
  17687. int dx[] = {-1, 0, 1};
  17688. int dy[] = { 0, 0, 0};
  17689. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17690. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17691. } else {
  17692. int dx[] = { 0, 0, 0};
  17693. int dy[] = {-1, 0, 1};
  17694. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17695. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17696. }
  17697. }
  17698. pos++;
  17699. }
  17700. icewall_unit_pos = pos;
  17701. for (i=0;i<8;i++) {
  17702. skill_unit_layout[pos].count = 5;
  17703. if (i&1) {
  17704. if (i&0x2) {
  17705. int dx[] = {-2,-1, 0, 1, 2};
  17706. int dy[] = { 2, 1, 0,-1,-2};
  17707. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17708. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17709. } else {
  17710. int dx[] = { 2, 1 ,0,-1,-2};
  17711. int dy[] = { 2, 1, 0,-1,-2};
  17712. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17713. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17714. }
  17715. } else {
  17716. if (i%4==0) {
  17717. int dx[] = {-2,-1, 0, 1, 2};
  17718. int dy[] = { 0, 0, 0, 0, 0};
  17719. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17720. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17721. } else {
  17722. int dx[] = { 0, 0, 0, 0, 0};
  17723. int dy[] = {-2,-1, 0, 1, 2};
  17724. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17725. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17726. }
  17727. }
  17728. pos++;
  17729. }
  17730. earthstrain_unit_pos = pos;
  17731. for( i = 0; i < 8; i++ )
  17732. { // For each Direction
  17733. skill_unit_layout[pos].count = 15;
  17734. switch( i )
  17735. {
  17736. case 0: case 1: case 3: case 4: case 5: case 7:
  17737. {
  17738. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17739. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17740. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17741. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17742. }
  17743. break;
  17744. case 2:
  17745. case 6:
  17746. {
  17747. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17748. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17749. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17750. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17751. }
  17752. break;
  17753. }
  17754. pos++;
  17755. }
  17756. firerain_unit_pos = pos;
  17757. for( i = 0; i < 8; i++ ) {
  17758. skill_unit_layout[pos].count = 3;
  17759. switch( i ) {
  17760. case 0: case 1: case 3: case 4: case 5: case 7:
  17761. {
  17762. static const int dx[] = {-1, 0, 1};
  17763. static const int dy[] = { 0, 0, 0};
  17764. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17765. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17766. }
  17767. break;
  17768. case 2:
  17769. case 6:
  17770. {
  17771. static const int dx[] = { 0, 0, 0};
  17772. static const int dy[] = {-1, 0, 1};
  17773. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17774. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17775. }
  17776. break;
  17777. }
  17778. pos++;
  17779. }
  17780. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17781. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17782. }
  17783. void skill_init_nounit_layout (void) {
  17784. int i, pos = 0;
  17785. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  17786. overbrand_nounit_pos = pos;
  17787. for( i = 0; i < 8; i++ ) {
  17788. if( i&1 ) {
  17789. skill_nounit_layout[pos].count = 33;
  17790. if( i&2 ) {
  17791. if( i&4 ) { // 7
  17792. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17793. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17794. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17795. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17796. } else { // 3
  17797. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17798. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17799. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17800. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17801. }
  17802. } else {
  17803. if( i&4 ) { // 5
  17804. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17805. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17806. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17807. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17808. } else { // 1
  17809. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17810. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17811. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17812. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17813. }
  17814. }
  17815. } else {
  17816. skill_nounit_layout[pos].count = 21;
  17817. if( i&2 ) {
  17818. if( i&4 ) { // 6
  17819. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  17820. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17821. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17822. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17823. } else { // 2
  17824. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  17825. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17826. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17827. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17828. }
  17829. } else {
  17830. if( i&4 ) { // 4
  17831. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17832. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  17833. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17834. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17835. } else { // 0
  17836. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17837. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  17838. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17839. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17840. }
  17841. }
  17842. }
  17843. pos++;
  17844. }
  17845. overbrand_brandish_nounit_pos = pos;
  17846. for( i = 0; i < 8; i++ ) {
  17847. if( i&1 ) {
  17848. skill_nounit_layout[pos].count = 74;
  17849. if( i&2 ) {
  17850. if( i&4 ) { // 7
  17851. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17852. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  17853. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  17854. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17855. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17856. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17857. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17858. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17859. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17860. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17861. } else { // 3
  17862. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17863. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17864. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17865. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17866. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17867. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17868. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17869. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17870. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17871. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17872. }
  17873. } else {
  17874. if( i&4 ) { // 5
  17875. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17876. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17877. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17878. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17879. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17880. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17881. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17882. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17883. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17884. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17885. } else { // 1
  17886. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17887. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17888. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17889. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17890. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17891. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  17892. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  17893. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17894. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17895. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17896. }
  17897. }
  17898. } else {
  17899. skill_nounit_layout[pos].count = 44;
  17900. if( i&2 ) {
  17901. if( i&4 ) { // 6
  17902. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  17903. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  17904. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17905. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17906. } else { // 2
  17907. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  17908. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  17909. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17910. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17911. }
  17912. } else {
  17913. if( i&4 ) { // 4
  17914. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17915. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17916. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17917. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17918. } else { // 0
  17919. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17920. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17921. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17922. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17923. }
  17924. }
  17925. }
  17926. pos++;
  17927. }
  17928. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  17929. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17930. }
  17931. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  17932. int inf = 0;
  17933. int inf3 = 0;
  17934. struct status_change *sc = status_get_sc(bl);
  17935. if( !sc || !bl || !skill_id )
  17936. return 0; // Can do it
  17937. inf3 = skill_get_inf3(skill_id);
  17938. switch (type) {
  17939. case SC_ANKLE:
  17940. if (skill_id == AL_TELEPORT)
  17941. return 1;
  17942. break;
  17943. case SC_STASIS:
  17944. inf = skill_get_inf2(skill_id);
  17945. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  17946. return 1; // Can't do it.
  17947. if( inf3&INF3_STATIS_BL)
  17948. return 1;
  17949. break;
  17950. case SC_KAGEHUMI:
  17951. if( inf3&INF3_KAGEHUMI_BL)
  17952. return 1;
  17953. break;
  17954. }
  17955. return 0;
  17956. }
  17957. /* Determines whether a skill is currently active or not
  17958. * Used for purposes of cancelling SP usage when disabling a skill
  17959. */
  17960. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  17961. {
  17962. switch( skill_id ) { //HP & SP Consumption Check
  17963. case BS_MAXIMIZE:
  17964. case NV_TRICKDEAD:
  17965. case TF_HIDING:
  17966. case AS_CLOAKING:
  17967. case GC_CLOAKINGEXCEED:
  17968. case ST_CHASEWALK:
  17969. case CR_DEFENDER:
  17970. case CR_SHRINK:
  17971. case CR_AUTOGUARD:
  17972. case ML_DEFENDER:
  17973. case ML_AUTOGUARD:
  17974. case PA_GOSPEL:
  17975. case GS_GATLINGFEVER:
  17976. case TK_READYCOUNTER:
  17977. case TK_READYDOWN:
  17978. case TK_READYSTORM:
  17979. case TK_READYTURN:
  17980. case TK_RUN:
  17981. case SG_FUSION:
  17982. case KO_YAMIKUMO:
  17983. case RA_WUGDASH:
  17984. case RA_CAMOUFLAGE:
  17985. if( sc->data[status_skill2sc(skill_id)] )
  17986. return 1;
  17987. break;
  17988. // These 2 skills contain a master and are not correctly pulled using skill2sc
  17989. case NC_NEUTRALBARRIER:
  17990. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17991. return 1;
  17992. break;
  17993. case NC_STEALTHFIELD:
  17994. if( sc->data[SC_STEALTHFIELD_MASTER] )
  17995. return 1;
  17996. break;
  17997. }
  17998. return 0;
  17999. }
  18000. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18001. int type = 0;
  18002. switch( skill_id ) {
  18003. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18004. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18005. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18006. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18007. }
  18008. type += skill_lv - 1;
  18009. return type;
  18010. }
  18011. /*==========================================
  18012. * sub-function of DB reading.
  18013. * skill_db.txt
  18014. *------------------------------------------*/
  18015. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18016. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18017. uint16 skill_id = atoi(split[0]);
  18018. uint16 idx;
  18019. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  18020. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  18021. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  18022. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  18023. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  18024. return false;
  18025. }
  18026. idx = skill_get_index(skill_id);
  18027. if( !idx ) // invalid skill id
  18028. return false;
  18029. skill_split_atoi(split[1],skill_db[idx].range);
  18030. skill_db[idx].hit = atoi(split[2]);
  18031. skill_db[idx].inf = atoi(split[3]);
  18032. skill_split_atoi(split[4],skill_db[idx].element);
  18033. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  18034. skill_split_atoi(split[6],skill_db[idx].splash);
  18035. skill_db[idx].max = atoi(split[7]);
  18036. skill_split_atoi(split[8],skill_db[idx].num);
  18037. if( strcmpi(split[9],"yes") == 0 )
  18038. skill_db[idx].castcancel = 1;
  18039. else
  18040. skill_db[idx].castcancel = 0;
  18041. skill_db[idx].cast_def_rate = atoi(split[10]);
  18042. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  18043. skill_split_atoi(split[12],skill_db[idx].maxcount);
  18044. if( strcmpi(split[13],"weapon") == 0 )
  18045. skill_db[idx].skill_type = BF_WEAPON;
  18046. else if( strcmpi(split[13],"magic") == 0 )
  18047. skill_db[idx].skill_type = BF_MAGIC;
  18048. else if( strcmpi(split[13],"misc") == 0 )
  18049. skill_db[idx].skill_type = BF_MISC;
  18050. else
  18051. skill_db[idx].skill_type = 0;
  18052. skill_split_atoi(split[14],skill_db[idx].blewcount);
  18053. skill_db[idx].inf3 = (int)strtol(split[15], NULL,0);
  18054. safestrncpy(skill_db[idx].name, trim(split[16]), sizeof(skill_db[idx].name));
  18055. safestrncpy(skill_db[idx].desc, trim(split[17]), sizeof(skill_db[idx].desc));
  18056. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  18057. return true;
  18058. }
  18059. /**
  18060. * Split string to int by constanta value (const.txt) or atoi()
  18061. * @param *str: String input
  18062. * @param *val: Temporary storage
  18063. * @param *delim: Delimiter (for multiple value support)
  18064. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18065. * @param max: Maximum number that can be allocated
  18066. * @return count: Number of success
  18067. */
  18068. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18069. uint8 i = 0;
  18070. char *p = strtok(str, delim);
  18071. while (p != NULL) {
  18072. int n = min_value;
  18073. trim(p);
  18074. if (ISDIGIT(p[0])) // If using numeric
  18075. n = atoi(p);
  18076. else if (!script_get_constant(p, &n)) { // If using constant value
  18077. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18078. p = strtok(NULL, delim);
  18079. continue;
  18080. }
  18081. if (n > min_value) {
  18082. val[i] = n;
  18083. i++;
  18084. if (i >= max)
  18085. break;
  18086. }
  18087. p = strtok(NULL, delim);
  18088. }
  18089. return i;
  18090. }
  18091. /// Clear status data from skill requirement
  18092. static void skill_destroy_requirement(void) {
  18093. uint16 i;
  18094. for (i = 0; i < MAX_SKILL; i++) {
  18095. if (skill_db[i].require.status_count)
  18096. aFree(skill_db[i].require.status);
  18097. skill_db[i].require.status_count = 0;
  18098. if (skill_db[i].require.eqItem_count)
  18099. aFree(skill_db[i].require.eqItem);
  18100. skill_db[i].require.eqItem_count = 0;
  18101. }
  18102. }
  18103. /**
  18104. * Read skill requirement from skill_require_db.txt
  18105. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  18106. */
  18107. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18108. {
  18109. char* p;
  18110. uint16 skill_id = atoi(split[0]), idx, i;
  18111. if (!(idx = skill_get_index(skill_id))) // invalid skill id
  18112. return false;
  18113. skill_split_atoi(split[1],skill_db[idx].require.hp);
  18114. skill_split_atoi(split[2],skill_db[idx].require.mhp);
  18115. skill_split_atoi(split[3],skill_db[idx].require.sp);
  18116. skill_split_atoi(split[4],skill_db[idx].require.hp_rate);
  18117. skill_split_atoi(split[5],skill_db[idx].require.sp_rate);
  18118. skill_split_atoi(split[6],skill_db[idx].require.zeny);
  18119. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18120. p = split[7];
  18121. while (p) {
  18122. int l = atoi(p);
  18123. if( l == 99 ) { // Any weapon
  18124. skill_db[idx].require.weapon = 0;
  18125. break;
  18126. } else
  18127. skill_db[idx].require.weapon |= 1<<l;
  18128. p = strchr(p,':');
  18129. if(!p)
  18130. break;
  18131. p++;
  18132. }
  18133. //Ammo type that required, see doc/item_db for ammo types (View column)
  18134. p = split[8];
  18135. while (p) {
  18136. int l = atoi(p);
  18137. if( l == 99 ) { // Any ammo type
  18138. skill_db[idx].require.ammo = 0xFFFFFFFF;
  18139. break;
  18140. } else if( l ) // 0 stands for no requirement
  18141. skill_db[idx].require.ammo |= 1<<l;
  18142. p = strchr(p,':');
  18143. if( !p )
  18144. break;
  18145. p++;
  18146. }
  18147. skill_split_atoi(split[9],skill_db[idx].require.ammo_qty);
  18148. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].require.state = ST_HIDDEN;
  18149. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].require.state = ST_RIDING;
  18150. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].require.state = ST_FALCON;
  18151. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].require.state = ST_CART;
  18152. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].require.state = ST_SHIELD;
  18153. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].require.state = ST_RECOV_WEIGHT_RATE;
  18154. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].require.state = ST_MOVE_ENABLE;
  18155. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].require.state = ST_WATER;
  18156. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].require.state = ST_RIDINGDRAGON;
  18157. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].require.state = ST_WUG;
  18158. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].require.state = ST_RIDINGWUG;
  18159. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].require.state = ST_MADO;
  18160. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].require.state = ST_ELEMENTALSPIRIT;
  18161. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].require.state = ST_PECO;
  18162. else skill_db[idx].require.state = ST_NONE; // Unknown or no state
  18163. //Status requirements
  18164. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18165. trim(split[11]);
  18166. if (split[11][0] != '\0' || atoi(split[11])) {
  18167. int require[MAX_SKILL_STATUS_REQUIRE];
  18168. if ((skill_db[idx].require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18169. CREATE(skill_db[idx].require.status, enum sc_type, skill_db[idx].require.status_count);
  18170. for (i = 0; i < skill_db[idx].require.status_count; i++)
  18171. skill_db[idx].require.status[i] = (sc_type)require[i];
  18172. }
  18173. }
  18174. skill_split_atoi(split[12],skill_db[idx].require.spiritball);
  18175. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18176. skill_db[idx].require.itemid[i] = atoi(split[13+ 2*i]);
  18177. skill_db[idx].require.amount[i] = atoi(split[14+ 2*i]);
  18178. }
  18179. //Equipped Item requirements.
  18180. //NOTE: We don't check the item is exist or not here
  18181. trim(split[33]);
  18182. if (split[33][0] != '\0' || atoi(split[33])) {
  18183. int require[MAX_SKILL_EQUIP_REQUIRE];
  18184. if ((skill_db[idx].require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18185. CREATE(skill_db[idx].require.eqItem, uint16, skill_db[idx].require.eqItem_count);
  18186. for (i = 0; i < skill_db[idx].require.eqItem_count; i++)
  18187. skill_db[idx].require.eqItem[i] = require[i];
  18188. }
  18189. }
  18190. return true;
  18191. }
  18192. /** Reads skill cast db
  18193. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18194. */
  18195. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18196. {
  18197. uint16 idx = skill_get_index(atoi(split[0]));
  18198. if( !idx ) // invalid skill id
  18199. return false;
  18200. skill_split_atoi(split[1],skill_db[idx].cast);
  18201. skill_split_atoi(split[2],skill_db[idx].delay);
  18202. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  18203. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  18204. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  18205. skill_split_atoi(split[6],skill_db[idx].cooldown);
  18206. #ifdef RENEWAL_CAST
  18207. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  18208. #endif
  18209. return true;
  18210. }
  18211. /** Reads skill cast no dex db
  18212. * Structure: SkillID,Cast,Delay (optional)
  18213. */
  18214. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18215. {
  18216. uint16 idx = skill_get_index(atoi(split[0]));
  18217. if( !idx ) // invalid skill id
  18218. return false;
  18219. skill_split_atoi(split[1],skill_db[idx].castnodex);
  18220. if( split[2] ) // optional column
  18221. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  18222. return true;
  18223. }
  18224. /** Reads skill no cast db
  18225. * Structure: SkillID,Flag
  18226. */
  18227. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18228. {
  18229. uint16 idx = skill_get_index(atoi(split[0]));
  18230. if( !idx ) // invalid skill id
  18231. return false;
  18232. skill_db[idx].nocast |= atoi(split[1]);
  18233. return true;
  18234. }
  18235. /** Reads skill unit db
  18236. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18237. */
  18238. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18239. {
  18240. uint16 idx = skill_get_index(atoi(split[0]));
  18241. if( !idx ) // invalid skill id
  18242. return false;
  18243. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  18244. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  18245. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  18246. skill_split_atoi(split[4],skill_db[idx].unit_range);
  18247. skill_db[idx].unit_interval = atoi(split[5]);
  18248. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  18249. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  18250. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  18251. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  18252. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  18253. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  18254. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  18255. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  18256. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18257. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  18258. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  18259. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  18260. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18261. skill_db[idx].unit_target = BCT_NOENEMY;
  18262. //By default, target just characters.
  18263. skill_db[idx].unit_target |= BL_CHAR;
  18264. if (skill_db[idx].unit_flag&UF_NOPC)
  18265. skill_db[idx].unit_target &= ~BL_PC;
  18266. if (skill_db[idx].unit_flag&UF_NOMOB)
  18267. skill_db[idx].unit_target &= ~BL_MOB;
  18268. if (skill_db[idx].unit_flag&UF_SKILL)
  18269. skill_db[idx].unit_target |= BL_SKILL;
  18270. return true;
  18271. }
  18272. /** Reads Produce db
  18273. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18274. */
  18275. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18276. {
  18277. unsigned short x, y;
  18278. unsigned short id = atoi(split[0]);
  18279. unsigned short nameid = 0;
  18280. bool found = false;
  18281. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18282. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18283. return false;
  18284. }
  18285. // Clear previous data, for importing support
  18286. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18287. // Import just for clearing/disabling from original data
  18288. if (!(nameid = atoi(split[1]))) {
  18289. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18290. return true;
  18291. }
  18292. if (!itemdb_exists(nameid)) {
  18293. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18294. return false;
  18295. }
  18296. skill_produce_db[id].nameid = nameid;
  18297. skill_produce_db[id].itemlv = atoi(split[2]);
  18298. skill_produce_db[id].req_skill = atoi(split[3]);
  18299. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18300. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18301. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18302. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18303. }
  18304. if (!found)
  18305. skill_produce_count++;
  18306. return true;
  18307. }
  18308. /** Reads create arrow db
  18309. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18310. */
  18311. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18312. {
  18313. unsigned short x, y, i, material_id = atoi(split[0]);
  18314. if (!(itemdb_exists(material_id))) {
  18315. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18316. return false;
  18317. }
  18318. //search if we override something, (if not i=last idx)
  18319. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18320. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18321. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18322. return false;
  18323. }
  18324. // Import just for clearing/disabling from original data
  18325. if (atoi(split[1]) == 0) {
  18326. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18327. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18328. return true;
  18329. }
  18330. skill_arrow_db[i].nameid = material_id;
  18331. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18332. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18333. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18334. }
  18335. if (i == skill_arrow_count)
  18336. skill_arrow_count++;
  18337. return true;
  18338. }
  18339. /** Reads Spell book db
  18340. * Structure: SkillID,PreservePoints,RequiredBook
  18341. */
  18342. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18343. {
  18344. unsigned short i,
  18345. skill_id = atoi(split[0]),
  18346. points = atoi(split[1]),
  18347. nameid = atoi(split[2]);
  18348. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18349. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18350. if (!skill_get_inf(skill_id))
  18351. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18352. else {
  18353. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18354. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18355. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18356. return false;
  18357. }
  18358. // Import just for clearing/disabling from original data
  18359. if (points == 0) {
  18360. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18361. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18362. return true;
  18363. }
  18364. skill_spellbook_db[i].skill_id = skill_id;
  18365. skill_spellbook_db[i].point = points;
  18366. skill_spellbook_db[i].nameid = nameid;
  18367. if (i == skill_spellbook_count)
  18368. skill_spellbook_count++;
  18369. return true;
  18370. }
  18371. return false;
  18372. }
  18373. /** Reads improvise db
  18374. * Structure: SkillID,Rate
  18375. */
  18376. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18377. {
  18378. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18379. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18380. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18381. return false;
  18382. }
  18383. if ( !skill_get_inf(skill_id) ) {
  18384. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18385. return false;
  18386. }
  18387. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18388. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18389. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18390. return false;
  18391. }
  18392. // Import just for clearing/disabling from original data
  18393. if (per == 0) {
  18394. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18395. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18396. return true;
  18397. }
  18398. skill_improvise_db[i].skill_id = skill_id;
  18399. skill_improvise_db[i].per = per; // Still need confirm it.
  18400. if (i == skill_improvise_count)
  18401. skill_improvise_count++;
  18402. return true;
  18403. }
  18404. /** Reads Magic mushroom db
  18405. * Structure: SkillID
  18406. */
  18407. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18408. {
  18409. unsigned short i, skill_id = atoi(split[0]);
  18410. bool rem = (atoi(split[1]) == 1 ? true : false);
  18411. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18412. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18413. return false;
  18414. }
  18415. if (!skill_get_inf(skill_id)) {
  18416. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18417. return false;
  18418. }
  18419. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18420. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18421. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18422. return false;
  18423. }
  18424. // Import just for clearing/disabling from original data
  18425. if (rem) {
  18426. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18427. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18428. return true;
  18429. }
  18430. skill_magicmushroom_db[i].skill_id = skill_id;
  18431. if (i == skill_magicmushroom_count)
  18432. skill_magicmushroom_count++;
  18433. return true;
  18434. }
  18435. /** Reads db of copyable skill
  18436. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18437. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18438. */
  18439. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18440. {
  18441. int16 id = 0;
  18442. uint8 option = 0;
  18443. trim(split[0]);
  18444. if (ISDIGIT(split[0][0]))
  18445. id = atoi(split[0]);
  18446. else
  18447. id = skill_name2id(split[0]);
  18448. if ((id = skill_get_index(id)) == 0) {
  18449. ShowError("skill_parse_row_copyabledb: Invalid skill '%s'\n",split[0]);
  18450. return false;
  18451. }
  18452. if ((option = atoi(split[1])) > 3) {
  18453. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18454. return false;
  18455. }
  18456. // Import just for clearing/disabling from original data
  18457. if (option == 0) {
  18458. memset(&skill_db[id].copyable, 0, sizeof(skill_db[id].copyable));
  18459. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18460. return true;
  18461. }
  18462. skill_db[id].copyable.option = option;
  18463. skill_db[id].copyable.joballowed = 63;
  18464. if (atoi(split[2]))
  18465. skill_db[id].copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18466. skill_db[id].copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18467. return true;
  18468. }
  18469. /** Reads additional range for distance checking from NPC [Cydh]
  18470. * Structure: SkillName,AdditionalRange{,NPC Type}
  18471. * SkillID,AdditionalRange{,NPC Type}
  18472. */
  18473. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18474. {
  18475. uint16 id = 0;
  18476. trim(split[0]);
  18477. if (ISDIGIT(split[0][0]))
  18478. id = atoi(split[0]);
  18479. else
  18480. id = skill_name2id(split[0]);
  18481. if ((id = skill_get_index(id)) == 0) { // invalid skill id
  18482. ShowError("skill_parse_row_nonearnpcrangedb: Invalid skill '%s'\n",split[0]);
  18483. return false;
  18484. }
  18485. skill_db[id].unit_nonearnpc_range = max(atoi(split[1]),0);
  18486. skill_db[id].unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18487. return true;
  18488. }
  18489. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18490. * Structure: SkillID,DummyName,RatePerLvl
  18491. */
  18492. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18493. {
  18494. unsigned short i, skill_id = atoi(split[0]);
  18495. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18496. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18497. return false;
  18498. }
  18499. if (!skill_get_inf(skill_id)) {
  18500. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18501. return false;
  18502. }
  18503. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18504. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18505. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18506. return false;
  18507. }
  18508. // Import just for clearing/disabling from original data
  18509. if (strcmp(split[1],"clear") == 0) {
  18510. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18511. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18512. return true;
  18513. }
  18514. skill_abra_db[i].skill_id = skill_id;
  18515. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18516. skill_split_atoi(split[2],skill_abra_db[i].per);
  18517. if (i == skill_abra_count)
  18518. skill_abra_count++;
  18519. return true;
  18520. }
  18521. /** Reads change material db
  18522. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18523. */
  18524. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18525. {
  18526. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18527. short rate = atoi(split[2]);
  18528. bool found = false;
  18529. int x, y;
  18530. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18531. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18532. return false;
  18533. }
  18534. // Clear previous data, for importing support
  18535. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18536. found = true;
  18537. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18538. }
  18539. // Import just for clearing/disabling from original data
  18540. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18541. if (nameid == 0) {
  18542. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18543. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18544. return true;
  18545. }
  18546. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18547. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18548. if (skill_produce_db[x].nameid == nameid)
  18549. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18550. break;
  18551. }
  18552. if (x >= MAX_SKILL_PRODUCE_DB) {
  18553. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18554. return false;
  18555. }
  18556. skill_changematerial_db[id].nameid = nameid;
  18557. skill_changematerial_db[id].rate = rate;
  18558. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  18559. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  18560. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  18561. }
  18562. if (!found)
  18563. skill_changematerial_count++;
  18564. return true;
  18565. }
  18566. #ifdef ADJUST_SKILL_DAMAGE
  18567. /**
  18568. * Reads skill damage adjustment
  18569. * @author [Lilith]
  18570. */
  18571. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  18572. {
  18573. uint16 skill_id = skill_name2id(split[0]), idx;
  18574. if ((idx = skill_get_index(skill_id)) == 0) { // invalid skill id
  18575. ShowWarning("skill_parse_row_skilldamage: Invalid skill '%s'. Skipping..",split[0]);
  18576. return false;
  18577. }
  18578. memset(&skill_db[idx].damage,0,sizeof(struct s_skill_damage));
  18579. skill_db[idx].damage.caster |= atoi(split[1]);
  18580. skill_db[idx].damage.map |= atoi(split[2]);
  18581. skill_db[idx].damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  18582. if (split[3])
  18583. skill_db[idx].damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  18584. if (split[4])
  18585. skill_db[idx].damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  18586. if (split[5])
  18587. skill_db[idx].damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  18588. return true;
  18589. }
  18590. #endif
  18591. /*===============================
  18592. * DB reading.
  18593. * skill_db.txt
  18594. * skill_require_db.txt
  18595. * skill_cast_db.txt
  18596. * skill_castnodex_db.txt
  18597. * skill_nocast_db.txt
  18598. * skill_unit_db.txt
  18599. * produce_db.txt
  18600. * create_arrow_db.txt
  18601. * abra_db.txt
  18602. *------------------------------*/
  18603. static void skill_readdb(void)
  18604. {
  18605. int i;
  18606. const char* dbsubpath[] = {
  18607. "",
  18608. "/"DBIMPORT,
  18609. //add other path here
  18610. };
  18611. // init skill db structures
  18612. db_clear(skilldb_name2id);
  18613. memset(skill_db,0,sizeof(skill_db));
  18614. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18615. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18616. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18617. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18618. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18619. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18620. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  18621. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  18622. // load skill databases
  18623. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  18624. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  18625. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18626. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18627. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18628. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18629. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18630. if (i == 0) {
  18631. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18632. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18633. } else {
  18634. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18635. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18636. }
  18637. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, MAX_SKILL_DB, skill_parse_row_skilldb, i);
  18638. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, MAX_SKILL_DB, skill_parse_row_requiredb, i);
  18639. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, MAX_SKILL_DB, skill_parse_row_castdb, i);
  18640. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb, i);
  18641. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb, i);
  18642. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb, i);
  18643. sv_readdb(dbsubpath1, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18644. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18645. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18646. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  18647. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  18648. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, MAX_SKILL_DB, skill_parse_row_copyabledb, i);
  18649. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18650. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  18651. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, MAX_SKILL_DB, skill_parse_row_nonearnpcrangedb, i);
  18652. #ifdef ADJUST_SKILL_DAMAGE
  18653. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, MAX_SKILL_DB, skill_parse_row_skilldamage, i);
  18654. #endif
  18655. aFree(dbsubpath1);
  18656. aFree(dbsubpath2);
  18657. }
  18658. skill_init_unit_layout();
  18659. skill_init_nounit_layout();
  18660. }
  18661. void skill_reload (void) {
  18662. struct s_mapiterator *iter;
  18663. struct map_session_data *sd;
  18664. skill_destroy_requirement();
  18665. skill_readdb();
  18666. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  18667. iter = mapit_getallusers();
  18668. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  18669. clif_skillinfoblock(sd);
  18670. mapit_free(iter);
  18671. }
  18672. /*==========================================
  18673. *
  18674. *------------------------------------------*/
  18675. void do_init_skill(void)
  18676. {
  18677. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  18678. skill_readdb();
  18679. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  18680. skillunit_db = idb_alloc(DB_OPT_BASE);
  18681. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  18682. bowling_db = idb_alloc(DB_OPT_BASE);
  18683. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  18684. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  18685. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  18686. add_timer_func_list(skill_castend_id,"skill_castend_id");
  18687. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  18688. add_timer_func_list(skill_timerskill,"skill_timerskill");
  18689. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  18690. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  18691. }
  18692. void do_final_skill(void)
  18693. {
  18694. skill_destroy_requirement();
  18695. db_destroy(skilldb_name2id);
  18696. db_destroy(skillunit_group_db);
  18697. db_destroy(skillunit_db);
  18698. db_destroy(skillusave_db);
  18699. db_destroy(bowling_db);
  18700. ers_destroy(skill_unit_ers);
  18701. ers_destroy(skill_timer_ers);
  18702. }